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Rune Factory Frontier Bestiary and Caves Guide

By Freyashawk (Email: castleenchanted@aol.com)


Created on 4/13/09, Last updated on 9/10 with section on creating Circle Portals in all dungeons

Table of Contents

Introduction
List of all Ores, Gems and War Trophies
Detailed Items List with all Methods of Obtaining each
Monster Allies
Monsters in Rune Factory Frontier
Introduction to Monsters
Farm Monster Schedule
Farm Monster Efficiency
Monster Allies
Monster Ally Effects
Taking Monsters for Walks
Transport Monsters
Tame Monsters and Seeds
Setting Monsters Free
Rules of Taming Monsters
Monsters who give Ores, Gems and Seeds
General Walkthrough of Dungeons
Whale Island Caves
Little Lost Monster
Whale's Fin
Your First Transport Monster
Whale's Flank
Shortcut to the Whale's Flank
Shortcut to the Tower of Life
The Water Tower
Defeating the Giant Squid
Creating a Circle Portal to the Water Tower
Creating Circle Portals in Rune Factory Frontier
Green Ruins
Defeating the Giant Clucky
Lava Ruins
Finding Silver in the Lava Ruins
Most Direct Route to your First Piece of Silver
Snow Ruins
Ice Snake
Circle Portal to the 7th Floor
Gelwein and the Rune Crisis
3rd Floor of Snow Ruins and Iris Noire
Defeating Iris Noire
Disappearance of Mist
Kanno's Research on Gelwein
Rescuing Marco and the 'Little Doll'
2nd Confrontation with Gelwein
The Grimoire of Time
Era of Disconnect
Strategies for Defeating Optional Bosses
Detailed War Trophy/Items List
Screen-by-Screen Walkthroughs
Whale Island
Green Ruins
Lava Ruins
Snow Ruins
Micro Dragon on 6th Floor
Comprehensive Bestiary

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Introduction

This is one of my mini-guides for Rune Factory Frontier and deals exclusively with Monsters and the various
Dungeons in the game.
This Guide is both a Bestiary and a Walkthrough of the Dungeons. At the beginning of the Guide, you will
find a comprehensive list of all items that can be obtained in the Dungeons with the methods of obtaining each and the
percentage chance of obtaining the item as a War Trophy from any given monster. A list of all Monsters organized by
the Tasks they perform or item yielded when the Harvester is used is included as well. Following that is a General
Walkthrough for each of the Dungeons. A Screen-by-Screen Walkthrough for each of the Dungeons follows. The next
section gives a detailed description of each item with shipping values and 'official game description. At the very end of
the Guide, you will find a comprehensive Bestiary list of each Monster in Rune Factory Frontier, including the Levels
of the War Trophies dropped at each location.

The Nature of War Trophies

In Rune Factory Frontier, you often will be able to obtain the same item using one of three different methods.
The primary methods by which items are obtained are by defeating Monsters, by smashing Rocks in Dungeons, by
opening Treasure Chests or by smashing Crates.
Ores are obtained primarily by smashing Rocks with a Hammer in any dungeon but Ores can be dropped by
Monsters as War Trophies, or found either in a Treasure Chest or a Crate. The same is true with respect to all
Elemental Crystals. You can find them inside Rocks you have smashed, Treasure Chests you have opened or a defeated
Monster may drop one.
This makes Rune Factory Frontier rather different from previous games. Furthermore, War Trophies are not
as monster-specific as in other games. The following is a list of all War Trophies with every Monster type who may
'drop' it. The chance of the Monster dropping it is given in brackets after the Monster's name. As previously
explained, you may be able to obtain the same item as a War Trophy from a number of different monsters. The level of
the item will depend on the location of the Monster who drops it and a Monster at any location may drop items of
different levels. Under the listing for each Monster, the levels of each item that it will drop at every location are
included.
I have placed the following List at the beginning of this Guide for the purpose of quick and easy access. It
gives each item with the various methods of obtaining it, including any and all Monster Types who may 'drop' it. In the
latter part of the Guide, however, you will find a very detailed Bestiary listing each Monster, its location or locations,
the tasks if any that it will perform and all the items that can be obtained from it. In the Bestiary, the actual level of the
item that you can obtain at any specific location is included.

Comprehensive List of War Trophies and Monsters

Here is a Quick List of all items that can be obtained in Dungeons. A later section of this Guide gives a more
detailed description of each of the items, including shipping value and 'official game description'.

Amethyst: Treasure Chests, Crates, Rocks; Gobble Box (10%), Monster Box (6%)
Aquamarine: Treasure Chests, Crates, Rocks; Gobble Box (10%), Monster Box (6%)
Bird Feather: Blackbird (25%), Clucky (20%), Cone (10%), Duck (20%), Gigantes (10%), Hammer Troll (10%),
Unico (10%), Weagle (25%)
Black Grass: Fields; Crates; Dark Slime (1%), Slime (1%)
Cheap Cloth: Fairy (15%), Faust (10%), Ghost (10%), Goblin (15%), Hardes (15%), High Orc (10%), Hobgoblin
(15%), Little Mage (15%), Necro (10%)
Copper: Treasure Chests, Crates, Rocks; Mini Golem (15%)
Demon Blood: Arch Demon (10%), Demon (10%)
Diamond: Treasure Chests, Crates, Rocks; Gobble Box (5%), Monster Box (6%)
Earth Crystal: Treasure Chests, Crates, Rocks; Dark Slime (1%), Little Emperor (5%), Mini Golem (5%), Slime (1%)
Egg (Ranch Product): Clucky, Duck
Emerald: Treasure Chests, Crates, Rocks; Gobble Box (10%), Monster Box (6%)
Fair Hide: Death Stalker (10%), Hercules (5%), Hornet Queen (10%), Samurai (15%), Unico (10%)
Fairy Dust: Fairy (10%), Hardes (10%)
Fire Crystal: Crates, Treasure Chests, Rocks; Dark Slime (1%), Ignis (5%), Slime (1%)
Fish Fossil: Sealy (10%), Sky Fish (10%)
Glittering Edge: Faust (10%), Mantict (10%), Minotaur (10%), Minotaur King, (10%), Samurai (10%)
Glue: Crates; Orc Archer (15%), Orc Hunter

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Hard Horn: Arch Demon (20%), Beetle (20%), Buffalo (15%), Buffamoo (15%), Buffazoo (15%), Cone (10%),
Demon (10%), Fluffy (10%), Gigantes (10%), Hammer Troll (10%), Hercules (20%), Little Emperor (10%), Little
Mage (10%), Little Wizard (10%), Minotaur (10%), Minotaur King (10%), Unico (10%), Wooly (10%)
Insect Hide: Ant (20%), Beetle (10%), Hercules (10%), Hornet (10%), Killer Ant (20%), Mantict (15%), Scorpion
(10%)
Insect Jaw: Ant (20%), Beetle (10%), Hercules (10%), Hornet (10%), Hornet Queen (10%), Killer Ant (20%), Mantict
(15%), Samurai (15%)
Iron: Rocks, Mini Golem (15%)
Knife Piece: Ghost (10%), Goblin (15%), Hobgoblin (15%), Necro (10%)
Magic Crystal: Glace (5%), Ignis (5%), Soul (5%)
Magic Powder: Autumn (20%), Big Muck (10%), Fairy (15%), Glace (30%), Hardes (15%), Ignis (30%), Soul (30%),
Spring (20%), Summer (20%), Tricky Muck (10%)
Magic Talon: Blood Panther (10%), Death Stalker (10%), Micro Dragon (10%), Mini Dragon (10%), Shadow Panther
(10%)
Monster Hide: Buffalo (25%), Buffamoo (25%), Chitter (15%), Elefun (15%), Fluffy (20%), Furpy (15%), Micro
Dragon (10%), Mini Dragon (10%), Silver Wolf (10%), Wooly (20%)
Mushroom: Wilds; Big Muck (20%), Tricky Muck (20%)
Quality Cloth: Faust (10%), Ghost (10%), Gigantes (10%), Hammer Troll (10%), Little Emperor (15%), Little Wizard
(15%), Necro (10%)
Quality Fur: Buffazoo (25%), Blood Panther (10%), Cone (10%), Hunter Wolf (15%), Mamoo (15%), Shadow
Panther (10%)
Root: Crates; Autumn (20%) , Big Muck (10%), Spring (20%), Summer (20%), Tricky Muck (10%)
Ruby: Treasure Chests, Crates, Rocks; Gobble Box (10%), Monster Box (6%)
Sapphire: Treasure Chests, Crates, Rocks; Gobble Box (10%), Monster Box (6%)
Scrap Iron: Rocks; Dark Slime (6%), Mini Golem (15%), Slime (6%)
Sharp Fang: Blood Panther (10%), Chitter (15%), Elefun (10%), Furpy (15%), Gobble Box (45%), Hunter Wolf
(15%), Mamoo (15%), Micro Dragon (20%), Mini Dragon (20%), Monster Box (67%), Sealy (10%), Shadow Panther
(10%), Silver Wolf (15%), Sky Fish (10%), Tortas (10%)
Sharp Talon: Blackbird (10%), Blood Panther (10%), Chitter (10%), Clucky (20%), Duck (10%), Furpy (10%),
Hunter Wolf (10%), Micro Dragon (10%), Mini Dragon (10%), Scorpion (10%), Shadow Panther (10%), Silver Wolf
(15%), Weagle (10%)
Silver: Treasure Chests, Crates, Rocks; Mini Golem (10%)
Solid Point: Arch Demon (20%), Demon (20%), Death Stalker (10%), Orc Archer (15%), Orc Hunter, Scorpion (10%)
Teardrop: Cone (10%), Dark Slime (18%), Duck (10%), Elefun (10%), Fluffy (10%), Mamoo (10%), Slime (18%),
Tortas (15%), Unico (10%), Wooly (10%)
Thick Stick: Faust (10%), High Orc (15%), Little Emperor (10%), Little Wizard (10%), Minotaur (10%), Minotaur
King (10%), Necro (10%)
Thin Stick: Treasure Chests, Crates; Ghost (10%), Little Mage (10%), Orc Archer (10%)
Toxin: Dark Slime (10%), Death Stalker (10%), Hornet (20%), Hornet Queen (20%), Scorpion (10%), Slime (10%)
Turtle Shell: Tortas (10%)
Warrior Medal: Gigantes (10%), Goblin (10%), Hammer Troll (10%), High Orc (15%), Minotaur (10%), Minotaur
King (10%)
Water Crystal: Treasure Chests, Crates, Rocks; Dark Slime (1%), Glace (5%), Sealy (5%), Sky Fish (5%), Slime
(1%), Tortas (5%)
Wet Scale: Micro Dragon (10%), Mini Dragon (10%), Sealy (15%), Sky Fish (15%)
White Grass: Fields, Crates; Dark Slime (1%), Slime (1%)
Wind Crystal: Damascus Forge, Treasure Chests, Rocks; Blackbird (5%), Dark Slime (1%), Little Wizard (5%), Slime
(1%), Soul (5%), Weagle (5%)

Monsters in Rune Factory Frontier:

Essentially, the first use that Monsters serve in any Rune Factory game is to increase your Levels and to
provide special items in the form of War Trophies. War Trophies in Rune Factory Frontier operate a little differently
from previous games in the series. In Rune Factory Frontier, you can obtain the same item from many different
monsters, and the Monsters may be from very different species, such as the 'Sharp Talon' obtained both from the Cluck
and the Chitter.
Tame Monsters provide aid in combat as well as all Ranch Products in any Rune Factory game. In Rune
Factory Frontier, you can obtain all types of Monsters that produce Ranch Products in the first Spring, provided you
have unlocked the Green Ruins and asked Kross to build a Monster Barn.
Ranch Products are obtained with a single tool in the form of the Harvester that harvests Runeys as well.
There has to be some Friendship with the Monster before he/she will allow you to obtain the product. Brush the
Monsters daily to raise Friendship levels. If you order a Friendship Day from Candy, you will be able to obtain Ranch

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Products as early as two days after first capturing a Monster, but otherwise it may take three or four days at the most in
your first Spring.
There are Monsters who will help on the Farm as well, and different varieties break rocks, remove lumber or
gather wild items or Crops. They need to be set to the task for awhile before they will become efficient in their work.
Monsters who help on the farm operate according to a set schedule that can be found on a sign to the right of your
Monster Barn entrance. Only one Monster can be set to any specific task at any given time. The schedule is as
follows:

Farm Monster Work Schedule

7 a.m. Gather edible plants


11 a.m. Harvest crops
3 p.m. Water plants
7 p.m. Gather lumber
10 p.m. Clear out rocks
1 a.m. Mow grass

Note that you can brush your Monsters at any time of the day or night. If you see a Monster performing
his/her appointed task in your Field when you make your daily visit to the Monster Barn to care for your Monsters, do
not fret. The Monster working in the field will appear magically in the Barn when you enter and you will be able to
brush him/her there!

Farm Monster Efficiency

In my own first game, I was startled when watering my Crops late at night by a sudden presence on my field.
It was my Slime, who was attempting to clear rocks from a plot sown with fodder! Obviously, there were no rocks to
be cleared from that plot, but the Monsters operate according to location rather than intelligent sense of items or
objects. Be patient and perhaps sooner or later, your Monsters actually will accomplish something!
As far as Transport Monsters are concerned, their speed is affected by Friendship Level. As Friendship levels
increase, so will the speed of the Monster you ride through the village or in any dungeon.

Monsters and their Uses

The following is a list of all Monsters that can be tamed in Rune Factory Frontier, organized by the tasks they
perform or the product they provide when the Harvester is used.
Monster Labor can be invaluable at different stages of the game. In the beginning, when your own
experience level with your Tools and the tools themselves are inadequate to pulverize boulders or chop stumps, a Tame
Monster can be set to the task of clearing your Field. They may not be terribly efficient at the start, but it does help.
Ranch Products constitute vital ingredients in many Recipes in the Kitchen as well as at the Forge and Workbench.
Monster Transport will allow you to move more quickly across the Map, increasing your own productivity
and your ability to reach important places, such as the Bathhouse, to restore your Energy. A Monster who is used for
Transport, such as the Silver Wolf, can be a powerful ally during combat as well.

Monsters by Tasks

Watering Crops

Glace at Snow Ruins B1F, B2F


Little Emperor at Lava Ruins B3F and Whale Island, Tower of Rebirth and Tower of Life Garden
Little Wizard at Snow Ruins B5F and Whale Island, Tower of Rebirth and Tower of Life Garden
Mamoo , Snow Ruins at B2F and B3F
Sealy, Whale Island Drain
Sky Fish, Whale Island Flank
Tortas, Whale Island Drain

Harvesting Crops

Ant at Whale Island on Cave Surface, Green Ruins at B14, Lava Ruins at B1F
Blood Panther, Tower of Plenty at Whale Island, Snow Ruins at B4F
Goblin at Whale Island Cave Surface

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High Orc at Whale Island Tower of Rebirth
Hobgoblin at Whale Island Flank
Killer Ant, Lava Ruins at B1F
Orc, Whale Island, Cave Depths
Orc Archer, Whale Island, Cave Depths
Orc Hunter, Tower of Birth
Shadow Panther, Snow Ruins B1F and B2F

Cutting Grass for Fodder

Death Stalker at Snow Ruins B1F and B2F


Faust at Whale Island, Tower of Birth, Floating Chamber
Ghost at Lava Ruins B1F
Mantict, Tree at Whale Island Tail
Necro at Whale Island, Tower of Birth
Samurai, Tower of Plenty Garden at Whale Island
Scorpion, Whale Island Flank and Lava Ruins B3F

Transport

Buffaloo at Lava Ruins B4F


Elefun at Lava Ruins B1F
Hunter Wolf at Whale Island Tower of Glory, Snow Ruins, B4F and B5F
Silver Wolf, Whale Island Fin
Unico, Snow Ruins B3F and Whale Island Drain

Providing Ranch Products

Milk

Buffamoo at Whale Island Fin and Green Ruins B3F


Buffazoo at Whale Island Floating Chamber and Snow Ruins B4F

Eggs

Clucky at Green Ruins B3F


Duck at Lava Ruins B2F

Honey

Hornet at Green Ruins B3F


Hornet Queen at Snow Ruins B1F

Wool

Fluffy at Lava Ruins B4F


Wooly at Green Ruins B2F and Whale Island Fin

Seeds

Autumn, Snow Ruins at B1F


Spring, Green Ruins B1F and B2F
Summer, Lava Ruins, B3F and B4F

Ores/Gems

Gobble Box at Whale Island Floating Chamber, Tower of Plenty and at Snow Ruins B6F
Monster Box at Lava Ruins B1F, B4F and B5F

Rare Items

Big Muck at Green Ruins B2F

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Tricky Muck, Snow Ruins B6F, Tower of Rebirth Garden
Micro Dragon at Snow Ruins B6F
Mini Dragon at Snow Ruins B4F and B6F and Tower of Glory on Whale Island

Harvesting Wild Plants

Chitter, Green Ruins B1F


Fairy, Tree at Whale Island Tail and Drain
Furpy, Lava Ruins B2F
Hardes at Whale Island, Tower of Glory, Tower of Rebirth

Clearing Lumber from Field

Blackbird, Floating Chamber at Whale Island


Ignis, Lava Ruins at B2F and B3F
Minotaur, Lava Ruins, B4F and B5F
Minotaur King, Snow Ruins B3F, B4F and B5F and Whale Island, Floating Chamber and Tower of Life Garden
Soul, Snow Ruins B5F and B6F
Weagle, Lava Ruins B5F

Clearing Rocks from Field

Beetle at Tree at Whale Island Tail


Dark Slime at Lava Ruins B5F
Gigantes at Whale Island Tower of Life, Tower of Life Garden
Hammer Troll at Lava Ruins B3F and B4F
Heracles at Whale Island Tower of Plenty Garden
Mini-Golem, Whale Island Flank and Lava Ruins, B2F and B3F
Slime, Whale Island Cave Depths

Monster Allies

Monster Allies will follow you not only throughout a dungeon but throughout the village as well in Rune
Factory Frontier, unlike previous games. An ally will await you patiently outside the door of any building until you
emerge. The only exception is the Monster Barn itself. If you go into the Monster Barn for any reason with your Ally,
your 'buddy' will be returned to the Barn and you will be obliged to fetch him out again.
A Monster Ally will benefit from any food or medicine that your character consumes so if you wish to cure
him of Poison effects, you need to consume an Antidote yourself. You will gain from any effects that your Monster
experiences such as points towards level increases.
Note that Poison alone cannot reduce your HP to zero in Rune Factory Frontier and, moreover, is a temporary
effect. If you do not use the 1 remaining point of HP in another fashion, such as taking a hit from an enemy or using a
Tool or Weapon, you can return to your home or use items to boost your Energy until the Poison effect is gone.
An Ally whose HP reaches zero as in other Rune Factory games will be returned automatically to the Monster
Barn. In the same way that Monsters working on your farm do not exhibit great intelligence, any Monster Ally may
need to be protected from his own actions. A Monster Ally, unless you are riding him for transport, will move neither
quickly nor with your character. You may find that he is lost somewhere in another area of the screen if you do not
move slowly, making certain that he stays with you at all times. If you are riding a Transport Monster, his speed will
depend on Friendship Level.
If your Monster Ally becomes 'lost', all you need to do is move to another screen to have him returned to your
side.

Monster Ally Effects

A Monster Ally who accompanies you will share in the effects of any Energy Recovery items, making this
different from Rune Factory 2. Furthermore, Monster no longer need to be sent back to the barn if you wish to enter
your Farmhouse while you have one with you. The Tame Monster will wait outside the door docilely until you
complete any business in the house!
It is interesting to note that an invitation to a Monster to accompany you on any given day will result in a
Friendship increase. You may have noticed a prompt to the effect that your Monster 'seems happy' whenever you enter
another district on the Map with a Monster. This occurs only once in any given day. You therefore can take more than
one monster abroad with you at different times on any day to obtain the increase for another Monster.

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The Silver Wolf is the Companion of Choice for most players early in the game as he provides Transport as
well as a good fighting style and power. If you use the same Monster all the time as a Companion, you will notice that
his/her Friendship will increase much faster than that of other Monsters in your Barn.
If you do not wish to use any other Monster as a Companion in Battle, simply take the other Monsters for a
quick walk in Trampoli to increase their Friendship. A higher level of Friendship with respect to any Monster who
gives Ranch Products will raise the level of the Product. It therefore makes sense to take your Monster for walks
regularly even if you do not wish to use them in combat situations!

Transport Monsters

The Silver Wolf is the first type of Transport Monster you will encounter. He can be found on the Whale's
Fin. Whenever you take him outside, you will have the option to ride him. While riding him, you actually can control
his Attacks. There are a couple of different attacks that a Silver Wolf can make, depending on the Button that you use.
If you wish to use a Weapon, you will be forced to dismount. You then can fight alongside him.
The Silver Wolf becomes the best Monster to take into a Dungeon as an Ally before you have the capacity to
expand your barn. With only 10 spaces in your initial Barn, you may wish to restrict tenancy to Monsters who produce
Ranch Products and the Silver Wolf.
Monsters who clear Rocks and Wood are not necessary once you have upgraded your Tools. You may wish
to use them after your Barn has been expanded but in the initial stages, it is better to keep Monsters who provide Ranch
Products.

Tame Monsters and Seeds

Rune Factory Frontier offers a new farming option in the form of Monsters who actually give Seeds as
'Ranch Products' when tamed. Each Dungeon is ruled by a specific Season and you will find a Monster type in each
that resembles Plant Monsters from previous Rune Factory games. These Monster types in Rune Factory Frontier are
named for the Season that rules each. For example, the Monsters who resemble the Flower Lions of Blessia Island in
Rune Factory 2 bear the name of 'Summer'. When you use the Harvester on any of these Monsters, they will yield Crop
Seeds. The Seeds that are given are random and are NOT Season-specific until the Tame Monster reaches a high
Friendship Level. In other words, the Monster named 'Summer' may give Turnip Seeds.
Each time you obtain Seeds, the type of Seed will be generated randomly. The value of the Seeds given as
well as their nature in terms of being Season-specific is determined by Friendship Level. You only will obtain the
rare and expensive Seeds randomly when the Tame Monster reaches a high Friendship Level and as higher Friendship
Levels are attained, the Seeds yielded will become those that are ruled by the Monster's own Season. Furthermore, the
number of bags of Seed that you receive will increase as Friendship Levels increase. A Monster with a level of 2
Friendship will give 2 bags of Seeds instead of a single bag.
As with any tame Monster, you must raise the Friendship Level of the Monster before you can ask it to
perform any farming tasks or provide Ranch Products for you.

Setting Monsters Free

Whenever you defeat any Monster, he/she will be dispatched to the First Forest or the 'Forest of Beginnings'
which is the original home of all Monsters. When you have tamed a Monster with the Pet Glove and given it a place in
your Monster Barn, you will have an option each time you speak to him/her to return it to the First Forest. If you
choose to exercise this option for any reason, you are, in effect, setting the Monster free to return to his/her original
home.
When this option is chosen, the departing Monster may leave you a gift in thanks. The gift is randomly
chosen and will be a War Trophy item. Such a gift is not given always. It is chance that dictates both the nature of the
gift and whether or not you will receive one at all. Furthermore, irrespective of the Friendship Level of the departing
Monster, the item may be Level 1.

Rules of Taming Monsters

Monsters are not equal in terms of your ability to tame them and bring them into your Barn in Rune Factory
Frontier. It is not simply a matter of the amount of damage any Monster can cause while you are petting it in a
Dungeon in order to attempt to tame it. That obviously varies according to the Attack power of the Monster in
question.
In Rune Factory Frontier, you may discover that you cannot tame certain Monsters at all when you first
encounter them in a Dungeon. It is your own character's Level, in fact, that will determine your ability even to tame
any specific Monster type.

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Each Monster type has a specific Level when you encounter it. Taming that Monster and raising its
Friendship Level will increase its Level but the initial Level never varies. Your character's experience Level must be at
least 10 Levels ABOVE that of the Monster you seek to tame before you will have any chance of success when using
the Pet Glove on it. In the case of any Monster whose level exceeds your own by more than 10 levels, the Pet Glove
simply will 'Miss' whenever used. You will not see the little explosion of hearts that indicates a direct hit. If you wish
to tame the Monster, you will be required to increase your own experience Level to a point where it is within 10 levels
of that of the Monster you wish to target.
Once tamed, the amount of time required to raise a Monster's Friendship level to the point where it will
provide Ranch Products or work for you on the farm depends on the Monster's initial Level as well and your own
character's experience Level. That is why some Monsters take longer to 'listen' to you than others.

Monsters in the Green Ruins

If you explored the Whale's Fin before you unlocked the Green Ruins, you will have encountered Monsters
who provide Milk and Wool in the form of the Buffamoo and the Wooly. The Silver Wolf, your first Transport Monster,
is to be found in the Whale's Fin area as well.
You will not be able to find a Monster who lays Eggs or one who provides Honey until you access the Green
Ruins, however. It is in the Green Ruins that you will find Cluckys that lay eggs and Hornests who yield Honey.
Another new option that will be provided by the Monsters of the Green Ruins is the first Monster type who
can be set to the task of clearing Lumber form your Field. This is the Little Mage, found on B3F of the Green Ruins.
When you unlock the Lava Ruins, you will find a Monster who waters Crops in the form of the Elefun. The
Little Emperor in the Lava Ruins will water Crops as well.

Monsters who Give Ores, Gems and Seeds

In Rune Factory Frontier, the Harvester can be used on some varieties of Tame Monsters to obtain Crop
Seeds, Ores and Gems. The type of Monster who will give Crop Seeds is a Plant Monster familiar to players of other
Rune Factory games. In Rune Factory Frontier, these Monsters appear in the seasonal dungeons and have the names of
Spring, Summer, Autumn and Winter. Although the Monster will give seeds appropriate to its season at high
Friendship levels, at very low levels, it may give Turnip Seeds and Corn Seeds, irrespective of its seasonal affiliation.
As their Friendship Level increases, however, the NUMBER of items given at each 'harvest' will increase. At
2 Friendship, for example, you will receive 2 bags of Seeds instead of 1.
Monsters who give Ores and Gems in the same fashion are those who resemble the 'Mimic'. The Monster
Box and its cousins resemble Treasure Chests. You may find the first of these at the Lava Ruins. If you are unable to
tame it initially through use of the Pet Glove, you will need to raise your own Experience Level before you attempt the
task again.

General Walkthrough of Dungeons

Unlocking Whale Island

A screen-by-screen Walkthrough of every Dungeon is provided near the end of this Guide. This is a general
Walkthrough that give information about unlocking new options.
It is on Whale Island that the first Cave/Dungeon areas that you can access in Rune Factory Frontier are
located. When you speak to Stella, she will tell you of a 'weird plant' that grows next to the Clock Tower that could
grow if only it were given water. She laughs then, claiming that she is jesting but if you find the plant and water it only
once, it will grow instantly into a giant beanstalk that will take you into the heavens to the whale-shaped island that is
known fittingly as Whale Island.
As previously stated, Whale Island is a dungeon that supports Crops from all three growing seasons. As you
can purchase Seeds from every season from Erik from the start of the game and from Rosetta at the Materia Shop after
15 Spring, you can begin to grow Summer and Autumn Crops as early as the 1 st Spring once you have unlocked Whale
Island.

The Spirit of Whale Island

When you arrive on the Island in the sky, the spirit of the Island will speak to you.

Whale: I am the awareness of the very whale on which you stand. I was a mere cluster of rocks when I was gifted
with awareness by the influence of the Runes and began swimming through the skies.

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The Whale Spirit then will explain the nature of Runes: 'Runes are collections of spirits. Although Runes are
formed by the earth, there are times when Runes affect the earth instead.' He then will ask a favor, declaring that:

Whale Spirit: Although my awareness and body are sustained by Runes, I feel as though the Rune within me grows
weak. If the Rune were to ever disappear, my awareness would fade and my journey through the sky would end. This
would be of grave danger to those who reside below

You now have a vital Quest, pledging: 'I'll search for the answer to your failing Rune. You have my Word.
Even if you do not enter the Cave on your first visit to Whale Island, make certain that you study the Stone Tablet in the
centre of the field to initiate a magical sequence.

You will obtain a prompt as follows: 'The Melody of trust grows within 12 maidens.'

The first time you read the message, twelve sparks of light will emerge to revolve in a circle above the Stone
Tablet before they scatter. Note that Melody names her Bathhouse 'Laga Springs', declaring that she gave the Whale the
name of Laga and named her Bathhouse in his honor.
At this point in the game, you will have access only to a small area of Whale Island in the form of two
underground Cave floors filled with passages, tillable fields, water sources and monsters. Whale Island is the only
Dungeon/Cave that is not ruled by a specific season, so you can begin to grow Crops for every season in this dungeon
immediately.
You can unlock the Whale's Fin area simply by walking through a passage in the southeast of the lower floor
of the Cave, but you may wish to explore the two initial Cave areas first in order to raise your combat Skills. The
Monsters in the Whale's Fin have higher Levels and Attack Skills than those in the two floors of the initial Cave area.
Despite the fact that there are only a few varieties of Monsters, it represents a perfect opportunity to increase your
combat Skills as well as tilling a few fields for Rune Points. Monsters in the Whale's Fin can be tamed to provide
Ranch Products but until you own a Monster Barn, you will be unable to take advantage of this.
Note: If you wish, however, you can explore the two levels of the Cave at Whale Island and move through
the Cave along the path in the southeast section of the lower floor in order to unlock the 'Whale's Fin' even on the first
day. If you do this and enter the Whale's Fin after 6.00 p.m., you will be able to experience your first sighting of Iris.
Note that you will not be able to meet Iris until the third or fourth week of Spring, depending on how quickly you grow
Moondrop Flowers purchased from Rosetta after she opens the Materia Shop on 15 Spring. You will find the
information about the Whale's Fin as well as the introduction with Iris in the Walkthrough for the latter half of Spring.
An interesting aspect of Whale Island, as previously stated, is that it will support Crops from every season.
The Whale's Fin is not the only other location that ultimately can be explored on Whale Island, but the remainder will
be barred to you at this point by means of a locked gate.

Whale Island and Green Ruins

There are two separate dungeons that are accessible almost immediately in Rune Factory Frontier. Whale
Island, as explained previously, can be unlocked immediately by watering the plant next to the Church Tower. In order
to unlock the Green Ruins, you need to speak to Mist, raising her Heart Level to the point where she asks you to cut the
Weeds in front of her house. This does not require high Heart Levels. In fact, you need not be at 1 Heart either in Love
or Friendship to trigger the dialogue. You do have to speak to her regularly, however. The Green Ruins is ruled by the
Spring Season. On Whale Island, Crops for Spring, Summer and Autumn can be grown.
The second major area on Whale Island is known as the 'Whale's Fin' and can be unlocked simply by walking
down a passage in the southeast part of the lower level of the Cave. You will not be able to experience the Event with
the 'Lost Monster', however, until you have a Monster Barn as the Lost Elephant Monster requires housing.
Both the Green Ruins and the Whale's Fin contain Monsters who provide Ranch Products but only the Green
Ruins has every variety of Monster who produces them. The Whale's Fin, on the other hand, is the location of the first
Transport Monster, in the form of the Silver Wolf known to players of Rune Factory 2. (A similar transport Monster
exists in Rune Factory as well but has a different name.)
There usually is no 'right' or 'wrong' way to play Harvest Moon and you can take your time where unlocking
new options is concerned. This Walkthrough allows players to unlock Whale Island immediately but then moves
forward to the Green Ruins, where you can unlock passages and chambers in all four floors by going through them
once, granting you a direct access in future by stairways from the 1st through the 4th Floor where the Boss Monster
awaits.
From that point, the Walkthrough turns back to Whale Island in the 3rd Week, to unlock the Whale's Fin and
initiate the first Event with Iris. To me, this is a logical order to take, as even if you explore the Whale's Fin earlier,
you will not be able to plant the required Moondrop Flowers there until Rosetta opens the Materia Store.
Furthermore, as Whale Island is a 'floating' island in the Sky, you will not find access to it via the Beanstalk
in the Church District on any Holiday until Summer. In the 2nd Holiday of Summer, you can experience a dialogue
with Lute that will allow you to create a new Beanstalk to Whale Island that will allow access only on the Holiday. The
existence of two separate Beanstalks in different areas will allow you access to Whale Island every day of the week. As

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this Event will not occur in Spring, however, it is useful to unlock the Green Ruins in order to be able to grow Crops
there for Runes in Spring.
There is an aspect of Whale Island that is extremely useful in terms of farming in that Crops from any season
can be grown here successfully. In fact, when you have met Iris, she may tell you:

Iris: Flowers can grow here regardless of the season. Because of that, you can mix and match spring and summer
flowers in any way you like.

Other Areas of Whale Island

You can unlock more than the Surface Cave Area and the 2nd floor's Depths at Whale Island. There is a path
on the 2nd Floor in the south that leads to the Whale's Fin area. Two Monster types who provide Ranch Products in the
form of the Wooly and the Buffamoo frequent the Whale's Fin. The Silver Wolf, who can be used for transport, will be
in this area as well.
You may wish, however, to unlock the Green Ruins first as it is closer to your Homestead and includes all of
the Monsters who provide Ranch Products. Furthermore, it is a little easier to tame the Monsters in the Green Ruins as
they are not always in the 'gangs' that inhabit the Whale's Fin. A pivotal Event at the entrance to the path in the Cave
that leads to the Whale's Fin cannot be experienced until you have a Monster Barn. When you have a Monster Barn,
you will experience an Event with a lost Monster who then will take up residence in the antechamber of your Monster
Barn.
Finally, an Introduction to Iris, who lives in the Tower in the Whale's Fin, cannot occur until you have grown
Moondrop Flowers in the 3 x 3 plot in front of the tower. As Rosetta sells all flowers and will not open her shop until
the third week of Spring on the 15th, it may be more practical to unlock and explore the Green Ruins before you spend
much time in the Whale's Fin area.

The Tower at the Whale's Fin

You may experience the first sighting of a new character in front of the Tower at the Whale's Fin. This will
occur only when you enter the Whale's Fin after 6.00 p.m. and descend the stairway that leads to the Tower. It
therefore is not associated with any particular week but may occur earlier or later, depending on your own movements.
If you enter the Whale's Fiin screen prior to 6.00 p.m., the Event will not occur. You must descend the stairway that
leads to the Tower then to initiate the Event.
The actual introduction to the Elven Maiden is predicated upon the opening of the Materia Store by Rosetta
so will not occur earlier than the second half of Spring but you may experience your first sighting of her prior to this.

The Power of Moondrop Flowers

When you enter the Whale's Fiin after 6.00 p.m. and descend the stairway that leads to the Tower, you will
experience a little Event. You will see a new character in the form of an Elf Maiden watering the land. When she has
completed her task, she will go into the Tower and the doors will shut behind her. Your character will watch this and
move closer to the entrance to the Tower.
When you regain control, you will be in front of the Tower. You will find a 3 x 3 plot there that can be tilled.
You need to buy Moondrop Seeds from Rosetta to plant there. Do not harvest the flowers once they bloom but wait to
experience the next Event in a sequence that results in an introduction to Iris.

Rosetta and the Moondrop Flower Legend

When you have experienced the Event in front of the Tower, speak to Rosetta at the Materia Store. She will
tell you there is an old legend with respect to the Moondrop Flower.

Rosetta: Oh, yeah! You know those Moondrop Flowers? I heard that they become very beautiful when they're grown
in a place with a lot of moonlight. Why don't you try growing some if you find a place like that? Of course, the seeds
are available at this very store.

This is the hint that you need to plant Moondrop Flowers in the tillable plot in front of the Tower at the
Whale's Fin. In a second dialogue, she will be even more specific.
Rosetta: I hear that Moondrops grow to be real pretty when you grow them in a place where the moonlight is very
strong. But I wonder where that place is Does it mean that it's a very high place since it's closer to the moon? If
you find it, try growing it. You can buy the seeds at my store, of course.

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The entire sequence of events that leads to the first meeting with Iris is given in the Walkthrough section for
the first week of Summer, even though you can experience the Event sooner. As the Moondrop Flowers you plant at the
Tower must mature and you cannot visit Whale Island on any Holiday to water them until the discovery of a new
Beanstalk in Summer, it may take longer than five days to complete the entire sequence that introduces Iris properly to
your character.

Exploring the Whale's Fin

The Whale's Fin is a beautiful area filled with ruins. It consists mainly of hills connected by staircases.
There are platforms where Monsters congregate, tillable fields and water sources. At the very top of the highest hill in
the northeast corner above a Monster Generator that spawns a pack of Silver Wolves is a locked gate.
You can find five Treasure Chests amid the ruins in the Whale's Fin. They often contain cooking ingredients
such as Flour, Rice and Chocolate that otherwise can only be purchased at the Tavern from Rita. It appears that items
contained in Treasure Chests change a little according to the dungeons you have unlocked. Before your character
unlocks the Lava Ruins, he may not find Copper anywhere in a Treasure Chest. Once the Lava Ruins are unlocked,
however, Copper begins to appear randomly in the Treasure Chests on the Whale's Fin.
The main feature of the Whale's Fin, however, is a Tower with a sign in front of it that declares:

Please stop by in the evening for business.

It is named the Tower of Rest and is the abode of Iris. Until you have met Iris, the only Crop you should
grow in the little field in front of the Tower is Moondrop Flowers. Do NOT harvest them! You can plant whatever you
wish in the other two tillable fields at the entrance to the Whale's Fin. Two more fields to the left of the locked gate
at the top of the hill in the northeast can be tilled as well. As previously indicated, Whale Island is not season-specific,
unlike most other Dungeons and you therefore can plant Crops from any season on its fields, allowing your character to
gain access to Autumn Crops and Flowers in earlier seasons.

Appearance of Gelwein

Gelwein and the Locked Gates

When you visit Iris one evening, you now may experience an Event with another stranger. A man will appear at her
door, then walk towards the top of the hill. He will go through the gates that you always found locked on previous
occasions. At the end of this Event, enter the Tower to speak to Iris. She will tell you that the man is Gelwein, a 'dear
friend' of hers. You now will find the gates at the top of the hill unlocked.
The next time you climb the Beanstalk to Whale Island, the Whale will speak to you again, telling you of a
Monster who has become too violent and therefore must be punished.

Whale: Do you know about the ancient castle built on my back? That is the castle of the ones known to be 'the closest
to the Spirits'. I have told you that the power of the Runes from the castle gave rise to my consciousness. There is one
monster that lives in the water tower of the castle. It said that it wanted to live there because it was comfortable so I let
it. But recently, it must have forgotten that it is on my back and has been getting very violent within that area
Freyr Would you please go and punish it?

You agree to do the Whale's bidding in this matter.

The Monster in the Water Tower

At the point when the Whale speaks to you of the Monster in the Water Tower, you probably will not have
sufficient skill in combat to defeat it. Simply file away the dialogue in your mind for the future. Most players,
including myself, feel that one cannot engage the Giant Squid comfortably until your character reaches Level 80. You
need to have superior Weapons and Accessories as well as decent Recovery Items. It is an 'optional' Boss in the sense
that the plot does not depend on its defeat. The Water Tower is located on the western side of the Floating Chamber
between the Tower of Plenty and the Tower of Glory. When you go north from the Tower of Plenty, you will see a
staircase to the right that leads upwards to a Tower that is higher than the others. It is surrounded by tillable fields.
If you attempt to enter the Tower, you will be unable to pass through the portcullis at the entrance. You must go first to
the Tower of Glory to find a lever that will unlock the gate of the Water Tower.
Once the lever has been pulled, you can enter the Water Tower. You then will find a single door that leads to
the Boss Monster's chamber. As usual, you will have the option to turn back or go forward into combat. The main
consideration in battle with the Giant Squid is to have sufficient powerful Recovery items with you as the conflict tends
to take time and one slap with a powerful frontal tentacle can reduce your HP considerably.

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Some players use the Gae Bolg, which offers Water Resistance and like any spear is a long range weapon. I
have used Gungnir as well as my favorite Smash Blade. Micro Dragons as allies can be useful against this Boss. When
the Giant Squid is defeated, he will shrink and become a tiny squid in a little pool in the centre of the chamber. The
War Trophies that he drops may include: Bright Tentacle, Flour, Rice, Cooking Oil, Aquamarine, Platinum
Of these, it is the Bright Tentacle that you can expect always to obtain. Once you have defeated the Giant
Squid, mount the Beanstalk to experience a little Event with the Whale:

Whale: It seems that you have punished the monster in the water tower. Thank you. It will now act somewhat more
tame. Well, this is a little something for your troubles

With that, rather like tipping a waiter, he will give you a Level 1 Little Crystal as a reward. On your next visit to Whale
Island, you will find a Circle Portal installed that leads directly to the Water Tower. This is most convenient as another
shortcut to an area that contains many tillable fields as well as being the closest entry point to the Tower of Glory where
the Level 8 Little Crystals can be found.

Creating Circle Portals in Rune Factory Frontier

In fact, a Circle Portal will be created in ANY dungeon once you have confronted the 'Boss' Monster, whether
or not you are victorious or end up in the clinic defeated. Some players confront the Boss at the earliest possible
opportunity for this reason, even if they are certain to be defeated, as the Circle Portals are extremely convenient,
leading directly to the entrance to the Boss Chamber or, in the case of the Water Tower, to the highest point on Whale
Island.
Note that Lara's Love/Friendship for you will decrease a little each time you are so careless with your own
health that you end up in the Clinic. It can be easily restored, however, with a gift of any Jam or her Most Favorite
Chocolate Cake.

The Path through the Whale's Flank

You now can travel freely through the length and breadth of Whale Island, up the hill past the gates to the
Whale's Flank and up the winding pathway to the Whale's Drain.
The Whale's Flank is riddled with poisonous swamps so you may wish to have Neutralizer on hand to cleanse
the land itself or at least have an ample supply of Antidote Herb to restore health. Note that if you are riding a
Transport Monster through any poisonous area, he/she will be afflicted with poison but you will remain untouched.
Use Antidote Herb on yourself, however, to restore the Monster's health.
In Rune Factory Frontier, Neutralizer is equipped as a Tool. Simply use it once on any Poison swamp to
cleanse the land. Unfortunately, unlike other Rune Factory games, the effect of Neutralizer only lasts for the duration
of your presence in the dungeon. When you re-enter again, the Poison will have re-appeared.
There are Weapons, Equipment and Cooked Items that offer protection from Poison. This, and high levels,
will make the Poison swamps of less consequence. If you are extremely careful, you can traverse the path without
touching the Poison but the camera angles make this a more difficult task than it otherwise might be.

Creating a Shortcut from the Whale's Flank to the Cave

When you begin to explore the area of the Whale's Flank, you will see a group of sparkles in front of a
natural wall of rock in the northwest corner of the area, at the northwestern end of the path. Charge your Hammer and
use it once to open the entrance to a tunnel that leads back to the initial Cave on Whale Island. Once you have
uncovered the tunnel, it will remain open, giving you a shortcut between the Cave and the Whale's Flank. This is most
useful as it will decrease your travel time enormously during the five days of the week when your entrance to Whale
Island is the Beanstalk near the Clock Tower.

Rope Shortcut at Whale Island

This is the second shortcut that you can create from theTower of Life on the higher levels of Whale Island
back to the Cave. You can unlock this shortcut at any point in time simply by reaching the Tower of Life at the top of
Whale Island. At the point where you can find the entrance doors that lead to the Tower of Life Garden, look for a
curled golden rope on a broken stairway to the left of the double doors. Click on the rope and you will see a prompt:

Maybe I should climb down the rope


Maybe later.

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Climb down the rope to find yourself near the very entrance to the Cave on Whale Island on a platform with
two tillable fields. Now you will have almost instant access to the Tower of Life at Whale Island. In the Tower itself,
you will find two Rune Stone Altars, one on either side of the chamber, guarded by a single Monster generator at the
centre of the northern wall.
Unlike some of the other Rune Stone Altars on Whale Island, these are Rune Stone specific, and each of the
two requires a Grass Rune Stone. When a Grass Rune Stone is placed on either Altar, the door will open, revealing a
small chamber containing two Treasure Chests. Gold most often is discovered inside these Chests, although E. Drink X
and Elemental Crystals, as well as the elusive Little Crystal can be found here as well.
If you are very careful, you can creep along the southern wall from one Rune Stone Altar to the other without
triggering the Monster Generator. There are other twin chambers opened by Rune Stones of various types in the other
Towers that can yield Little Crystals but this one is the easiest to access once you have the Rope Shortcut in place.

The Green Ruins

Mist is the key to the second Cave/Dungeon area. You need to speak to her regularly in order to initiate a
little event that will show your character performing a Request for her by cutting down the Weeds in front of her house.
This is a hint rather than an actual Event and if you do not take the hint, the sequence will be repeated randomly until
you do. Once you have experienced the dream sequence, you can go to the field across the path from Mist's house with
Sickle equipped to mow the Weeds there. By doing so, you will uncover the entrance to the Green Ruins. You do not
need to mow every Weed in order to uncover the entrance. Each time you use the Sickle, walk a little in each direction.
You should find the Entrance after cutting only a few Weeds.
The Green Ruins is quite different from Whale Island and resembles the Palermo Shrine in Rune Factory 2 in
the sense that different paths must be unlocked before you can move through many areas. There are no actual switches,
unlike Palermo Shrine. Instead, you will find sliding doors that have broken and which now will open only from the
other side. (Actually, there was one door like this in Palermo Shrine as well.)
As with any Cave/Dungeon, you may be thoroughly confused at the start. It may be a good idea to explore
first without saving your game. A screen-by-screen walkthrough of all Caves/Dungeons will be added when time
permits. Once you have 'unlocked' any sliding door by going through it once, it will remain unlocked, widening your
access to the Green Ruins. Another aspect of the Green Ruins that differs from your initial Whale Island Dungeon
experience is the presence of wooden crates in certain areas. These when smashed with any Weapon or Tool can
contain anything from a Wild Grass to a Spring Crop. They may contain nothing whatsoever. The contents are totally
random and the crates will respawn.
In the initial sections of the Whale Island Dungeon, there are no barriers between chambers and the only
obstacles on paths are rocks containing ores that can be smashed with your original Cheap Hammer.
In the Green Ruins, there are barriers made of smooth stones that cannot be smashed either with a Cheap
Hammer or the Iron Hammer, its first upgrade. Between most chambers in the Green Ruins, you will find a barrier
made of jungle vines at the doorway. This must be torn using a tool or hammer before you will be able to pass through
the doorway between chambers.
Unlike Rune Factory 2, Generators once destroyed will not respawn in the course of a single visit to the
Cave/Dungeon. They will respawn, however, if you exit the Cave/Dungeon completely and then re-enter.
There are Treasure Chests to be found in various locations in the Green Ruins as well. Press 'A' to open any
Treasure Chest. The contents are somewhat random but can vary from useful Crops to elemental Crystals and Gems.

Monsters in the Green Ruins

If you explored the Whale's Fin before you unlocked the Green Ruins, you will have encountered Monsters
who provide Milk and Wool in the form of the Buffamoo and the Wooly. The Silver Wolf, your first Transport Monster,
is to be found in the Whale's Fin area as well.
You will not be able to find a Monster who lays Eggs or one who provides Honey until you access the Green
Ruins, however. It is in the Green Ruins that you will find Cluckys that lay eggs and Hornests who yield Honey.
Another new option that will be provided by the Monsters of the Green Ruins is the first Monster type who
can be set to the task of clearing Lumber from your Field.. This is the Little Mage, found on B3F of the Green Ruins.
When you unlock the Lava Ruins, you will find a Monster who waters Crops in the form of the Elefun. The Little
Emperor of the Lava Ruins will water Crops as well.

Unlocking New Paths in Dungeons

In the Green Ruins, you will see prompts to the effect that the locks of many doors have been broken, making
them accessible only from the other side. Once these doors are opened from the other side, however, they remain open.

13
Your first explorations of the Green Ruins therefore should be an attempt to open all doors. Once you have explored
every possible pathway, you will find that you can take a shortcut via a stairway from the ground floor down to the 4th
floor where the Boss Monster awaits.
You will not have access to every path and chamber in the Green Ruins, however, even after you have opened
all the 'broken' doors. You will find there are places where smooth square boulders act as barriers on the pathway to
prevent you from moving forward.
These boulders cannot be smashed with your original Hammer nor even with the first upgrade in the form of
the Iron Hammer. They require a Silver Hammer. There is Silver to be found in the Green Ruins but it is in an area
beyond one of these stone barriers. You therefore must unlock the Lava Ruins in order to obtain your first Silver. If
you purchase the Great Forge from Lute, you then will be able to make a Silver Hammer. The most direct route to your
first piece of Silver is given in another section of this Guide.

The link between Green Ruins and Lava Ruins

As in the first Rune Factory, one of the keys to unlocking a new Cave/Dungeon may be the defeat of the
'Boss' Monster in an existing Dungeon. If you wish to unlock the Lava Ruins, you must defeat the giant Clucky who
dwells at the lowest level of the Green Ruins.
Once you have unlocked all the doors/gates in the Green Ruins, you will find that there is a very direct route
from the ground floor to the floor where the Boss Monster dwells. Simply go through the sliding doors to the right of
the first Chipsqueek generator, then continue downward to the bottom. Incidentally, you will find hints about the Lava
Ruins in John Arthur's memoirs at the Rune Archives Library.
Note that even after defeating the Boss of the Green Ruins for the first time, it will take two full days for the
Lava Ruins to become accessible. The Tree will not have grown to the point where the hole is visible until the next
morning. You then need to place a Tree Rune Stone in the hole and wait until the following day to be able to access the
entrance to the Ruins.

Defeating the Boss of the Green Ruins

Players of previous Rune Factory games may be delighted to discover that you CAN take a Monster Ally into
the battle with the Boss Monster of the Green Ruins. The difference is the difference between night and day. With a
Silver Wolf as your Ally, you should have no difficulty whatsoever in defeating the Monster who has grown to
unnatural size in the dark depths of the Ruins. In fact, letters from Kanno provide hints about various aspects of the
Green Ruins. One letter deals with the actual Boss of the dungeon, as follows:

How goes exploring the Green Ruins?


How goes exploring the Green Ruins? Apparently, monsters have begun living in the ruins because of its pleasantly
mild climate. Having lived there so long, there may be monsters that grew to towering heights, so be careful.
Kanno

The Monster who has grown to 'towering heights' is a Clucky who evidently wandered into a special area of
the Green Ruins on the lowest floor. The location of this Giant Clucky is on the 4th floor of the Green Ruins, behind a
locked door with a prompt allowing you to choose to enter the Battlefield by entering the chamber where the Monster
awaits or to turn back without confrontation. When you press the 'A' Button, you will access the following choice:

I should turn back.


Let's Go!

Although you must dismount any Transport Monster such as a Silver Wolf in order to enable the prompt,
when you find yourself in the chamber with the Boss Monster, your Monster Ally will be at your side. If you have
chosen to enter the Green Ruins with a Silver Wolf, you then can choose either to remount or to have him fight
independently. In the early stages of Rune Factory Frontier, you may find it difficult to defeat the Giant Clucky if you
confront her alone. With a Monster Ally such as a Silver Wolf, you will win an easy victory.
The Giant Clucky uses a variety of attacks, including Wind Attacks. She will fly at you and stomp you if you
do not avoid her. At a certain point in the battle, she will lay little eggs that hatch into small fierce Clucky Monsters
who will attack independently of their giant Mother.
If you choose to confront her mounted, you may find that the only danger is in the depletion of your
Monster's HP. You may be forced to dismount in order to eat an item to replenish your Monster's energy.
If you and your Monster both fight independently, you can defeat the Giant Clucky with greater speed than if
you fight mounted. In any event, it is not a difficult battle if you have an Ally. If you choose to enter the battlefield
alone, however, it will be a far more challenging affair, especially if you are attempting it in your first Spring.

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The defeat of the Giant Clucky actually is rather sad, as she is nothing more than a larger version of the
Monsters who provide you with Eggs regularly. When she falls, she will leave a variety of War Trophies that may
include Copper, food items, gems, Bird Feathers and a Giant Cockscomb. In my first game, I obtained the following:
1 Giant Cockscomb, 2 Bird Feathers, 2 Copper, 1 Sapphire, 1 Sharp Talon and 1 Rice. The War Trophies that are
guaranteed are the Bird Feathers and the Giant Cockscomb. All others are chosen randomly.
Your HP and RP will be restored completely after victory and your experience Level will increase as well
obviously. Note that you can return to fight the Giant Clucky again in order to gain experience and more items. The
Monster will be far more difficult to defeat in subsequent engagements, however, having far higher Attack, Defense and
total HP!
Note: The easiest way to defeat the Giant Clucky, even in her augmented more powerful form, is through use
of Magic and an Earth Wand. The Giant Clucky has Wind Elemental Power. Thus, her opposing Element is Earth.
As Kross will inform you with respect to the Lava Ruins:

Kross: So you went to the Lava Ruins. Heh The monsters there are resistant to fire and weak against ice. It's a
good strategy to aim for the enemies' weaknesses.

Each Monster has its own strength and weakness. Some Monsters are not ruled by ANY Element. Others,
like the Giant Clucky, have a specific Elemental Power. Use any Earth Power against the Giant Clucky to increase the
Damage of your attacks. In the case of the Giant Clucky, use of an Earth Wand will allow you to keep a safe distance
from her as well when you attack.
In this situation, if you take a Silver Wolf with you, you need to dismount so that you can fight independently.
Her attacks will cause some damage and may tip the scales in your favor if your own Levels still are low when you
engage the Giant Clucky for the second or third time.
Incidentally, paying attention to the temporary effects of food items can make victory a breeze. If you intend
to use Magic to fight the Giant Clucky, for example, eat a couple of Berry Jams before you walk through the entrance
to engage her. Even a Level 1 Berry Jam (made in a Pot with a single Strawberry) will increase your Magic by 30
points!
In Rune Factory Frontier, you can make a return engagement with any Boss Monster after defeating it the
first time. A 'portal' in the form of a circle of light will open at the entrance to the Green Ruins, for example, allowing
you to descend instantly to the lair of the Giant Clucky. You then can go through the door to meet her again in battle.
Players have noticed, somewhat to their consternation, that the power and maximum HP of the Giant Clucky increases
enormously after her first defeat. She is not particularly difficult to defeat in the first engagement. In subsequent
battles, however, you may require a different strategy to experience victory. This is where a player may wish to use
Magic instead of an ordinary Weapon and Attack.
In Rune Factory 2, the only Magic Spell available to a player in the 1 st Generation is Fireball. In Rune
Factory Frontier, although Kanno will give you your first magic wand in the form of the Fire Rod, you can forge Wands
for the other Elements as soon as you purchase an elementary Forge from Lute. Having the Wand gives you the power
to use it without need for a separate Spellbook as in other Rune Factory games.
Note however, the difference in RP Use between the two. The Earth Wand uses only 17 RP as opposed to the
67 RP required for use of the Gaia Wand. If your character has not attained high levels, you may wish to opt for the
lesser Earth Wand so as not to deplete RP too quickly. Both Wands have 1 Special Attack and the Earth Wand actually
boosts Magic higher by 55 points as opposed to 40.
In my guides for Rune Factory 2, I urged players to use Magic as often as possible in the 1st Generation
simply in order to increase their Skill Levels in Magic in anticipation of the 2nd Generation. Talents and Skill Levels
are inherited by your child in Rune Factory 2 and, at the very start of the 2 nd Generation, your child can obtain all the
recovery Spells such as Cure and Medication. In my view, having high Magic Skill Levels in Rune Factory 2 was
worth more for the ability to use Cure and Medication effectively than any of the Elemental Spells.
In Rune Factory Frontier, however, being able to forge Wands for all the Elements early in the game means
that Magic is a resource in combat that should not be ignored even in the early stages of gameplay. When you unlock
the Lava Ruins, Kross will tell you:

Kross: So you went to the Lava Ruins. Heh The monsters there are resistant to fire and weak against ice. It's a
good strategy to aim for the enemies' weaknesses.'

Each Monster has its own strength and weakness. Some Monsters are not ruled by ANY Element. Others,
like the Giant Clucky, have a specific Elemental Power. Use any Earth Power against the Giant Clucky to increase the
Damage of your attacks. In the case of the Giant Clucky, use of an Earth Wand will allow you to keep a safe distance
from her as well when you attack.
In this situation, if you take a Silver Wolf with you, you need to dismount so that you can fight independently.
Her attacks will cause some damage and may tip the scales in your favor if your own Levels still are low when you
engage the Giant Clucky for the second or third time.
Incidentally, paying attention to the temporary effects of food items can make victory a breeze. If you intend
to use Magic to fight the Giant Clucky, for example, eat a couple of Berry Jams before you walk through the entrance

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to engage her. Even a Level 1 Berry Jam (made in a Pot with a single Strawberry) will increase your Magic by 30
points!
If you have only an elementary Forge, you will not be able to make very sophisticated Elemental Swords.
The best you will have probably are the Aquasword, the Windsword and the two-handed Flame Sabre and Earth Shade.
You can use the Earth Shade fairly effectively against the Giant Clucky but a magic Rod with Earth power is far better
as it keeps you out of range of her counterattacks.
Remember that any combat will serve to raise your own character's Experience Levels. Fighting the Giant
Clucky again has other positive side-effects in terms of allowing you to obtain a number of War Trophies, including
another Giant Cockscomb and at least two Bird Feathers. The rest of the War Trophies obtained in any Victory against
her are randomly chosen.
Incidentally, another vital consideration in ANY combat situation in ANY Rune Factory game is the
defensive equipment that you equip. In Rune Factory Frontier, two of the items obtained as War Trophies from the
Giant Clucky can be made into an excellent accessory in the form of Head Equipment. A Feathered Hat has the
following stats: Feathered Hat, Lv. 2: 804G. ATK 0, DEF 34, MAG 35, FX Wind Attack +5, Wind Resistance +5.
Wind Attack is of no use against a Wind Elemental Creature such as the Giant Clucky but the Defensive
Wind Resistance will help. Apart from that, the Feathered Hat is one of the best Head Equipment items that can be
created with only a small Forge, as it requires only 2 ingredients: Giant Cockscomb and Bird Feather. (There are two
different Recipes for the Feathered Hat, actually. The other one requires 3 ingredients. Both create the same item.)
Furry Belt: 1240G (Torso EQ): ATK 0, DEF 60, MAG 30, FX Max HP +20, Fire Resistance -10
To create the Elemental Pendants, you will need a Great Forge, as they require 4 ingredients rather than 2.
In fact, in any battle with the Giant Clucky, if you want Elemental Attack boosted, the Earth Pendant may be the best
choice of Neck Equipment: Earth Pendant: 740G; ATK 0, DEF 40, MAG 30, Earth Attack +8, Earth Resistance +15.
You may prefer to have protection AGAINST the Giant Clucky's Wind power, however, by equipping the
Storm Pendant. Storm Pendant: 790G; (Neck EQ): ATK 0, DEF 40, MAG 30, FX: Wind Attack +8, Wind Resistance
+15. Note that, in the context of the Lava Ruins, the Furry Belt actually is weak to Fire, as it gives minus 10 Fire
Resistance, but even so, its DEF and MAG power is very good. If you want to have special power against Fire, you can
equip the Aqua Brooch instead. Aqua Brooch: 320G (Torso EQ): ATK 0, DEF 12, MAG 20, Max HP +40, Water
Attack +12.
Obviously, its defensive power is far less than the Furry Belt, but it actually boosts Water Attack by 12 points,
making it a weapon in a sense when confronting Fire Elementals. A good defensive choice in the Lava Ruins would be:
Dew Pendant, Lv. 2: 948G, (Neck EQ) ATK 0, DEF 44, MAG 30, FX Water Attack +8, Water Resistance +15 As you
can see, a player who spends time at the Workbench forging accessories can 'stack the deck' against any specific type of
Enemy.
Personally, I always believe that Experience is both the best form of Weapon and Protection in any Rune
Factory game or indeed, any RPG. Weapons and Accessories can maximize your strength and minimize your
weaknesses, but high Skill and Experience levels can make victory much more likely in ANY situation.
Other Battle Tips: Note that a single Bamboo Shoot baked in an Oven offers not only a gain of 10 HP and 100
RP but 100% defense against Paralysis AND Seal for two minutes! This can be extremely useful when confronting
enemies with the power to inflict Seal.

Choosing your Weapon

Some players opt for speed and others for power. A Hammer, Battle Axe or two-handed Sword always will
have more Attack power than any one-handed sword at a comparable level but they are far slower in any combat
situation. The fastest weapon will be a one-handed Sword or any Magic Wand because they are lightweight weapons.
As far as Elemental Weapons are concerned, Wind/Air offers speed but will not have the strength of the other elements.
Each element has its own strengths and weaknesses.
You can choose an Elemental Weapon that acts effectively against specific Enemies in dungeons. Each
Dungeon has a general Elemental affiliation although the Enemies that inhabit it can have different Elemental powers
as many Enemy Monsters are not dungeon-specific.
The Lava Ruins is ruled by Fire and many Enemy Monsters in that dungeon, such as the Ignis, are ruled by
that element as well. By choosing a Water/Ice Weapon, you will lend the opposing Elemental Power to any attack. If
you would prefer to use a single Weapon against any Enemy you attack, an excellent choice would be the Luck Blade.
A Level 1 Luck Blade has the following stats: Luck Blade: 710G, ATK 35, REQ SKL 35, SP ATK 2, RP Use 6, FX
Poison Defense, Seal Defense.
Note the power of the Luck Blade to offer some protection against both Poison and Seal, making it
particularly useful in the Lava Ruins and on the Whale's Flank. Its Attack Power is decent as well, offering double the
attack power of the Aquasword, the Water/Ice Elemental Sword available initially against the Fire-ruled Monsters in the
Lava Ruins. As a one-handed sword, it is fast and supple. Creating it requires only ingredients that you should have
early in the game.
Make a Scimitar with a Broadsword and 1 piece of Copper, then use the Scimitar with 1 Silver, 1 Ruby and 1
Amethyst to create the Luck Blade. Once you have a Glittering Edge, a War Trophy that is dropped (inter alia) by

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the Minotaurs and Minotaur Kings found on the 4th floor of the Lava Ruins, you can forge your Aquasword into a
Sakura. Sakura: 890G, ATK 41, REQ SKL 38, SP ATK 2, RP Use 8, FX HP Absorption, Poison Attack 50%.
The Sakura is another one-handed blade, and one that is slightly more powerful than the Luck Blade.
Although the Aquasword, a Water Sword is used to create it, the Sakura is ruled by the Darkness Element rather than
the Water/Ice Element. Weapons ruled by Darkness can be useful, however. Note that it offers a chance to absorbs
Enemy HP in successful attacks. The only problem with the Sakura in early stages of the game is the amount of RP that
it requires to wield. The Luck Blade uses far less RP. In the Lava Ruins, many players opt instead to use an Ice
Hammer, especially against the Boss Monster of that Dungeon. An Ice Hammer is made with a Battle Hammer and a
Water Crystal. Its values are: Ice Hammer: 620G, ATK 56, REQ SKL 26, SP ATK 1, RP Use 13, FX Stun Attack 24%,
Water Attack +10. Although heavier and therefore slower than either the Luck Blade or the Sakura, it is more powerful.
It uses twice the RP, however and has only 1 Special Attack as opposed to 2.
Do not forget that food items offer both Elemental protection and Elemental Attack. If you choose a weapon
such as the Luck Blade or the Sakura, you nonetheless can add Water Attack or Fire Protection to it in the Lava Ruins
by consuming food items that give temporary Elemental effects. The best strategy would be to take a selection of
different weapons into combat, using the one that best suits each Enemy type.

Iris and the Whale's Fin

On 15 Spring, Rosetta will open a new shop next to Danny's Grocery Store. She is a competitor and her shop
is the Materia Grocery Store, where you will find all Flower Seeds as well as a few accessories. The only duplication
of items is in the form of the Cheap Band and Pendant sold by Danny as well. Most of the seeds sold by Rosetta take
more than a full season to mature. You therefore should grow most of these Flowers in the Caves/Dungeons where the
seasons remain constant. Ordinary flowers such as Moondrop, Toy Herb, Pink Cat and Charm Blue can be grown in
season on your Field.
You may wish to purchase Moondrop Seeds first as these will lead to an introduction to a new character in the
form of Iris. Planting Moondrop Seeds on the 3 x 3 plot and allowing them to remain on the land even after they bloom
is the key to an introduction to Iris.

The Whale's Fin

If you wish to move forward to the Whale's Fin, you need to go to the 2nd floor of the Whale Island Cave and
find the path in the southeast that will lead you further southeast and ultimately take you back to the surface at the
position of the 'Fin' of the Whale.
Along the way, you will find an Altar in the North that will accept any Rune Stone. Choose the option to
'Drop' the Rune Stone in order to use it in the Altar. It will open the locked door temporarily, allowing you access to
three treasure chests. Press 'A' to open any Treasure Chest. You will find them in hostile territory.

The Little Lost Monster

When you first find the path that leads to the Whale's Fin, you will experience an Event. A little pink and
purple Elephant Monster will confront you at the very start of the path. This Monster is not hostile in the least but is
lost. The Monster will circle your character a few times before he wanders off. When you enter your Monster Barn
again, you will find the Monster ensconced in the antechamber. The Lost Monster will not consume any of your Feed,
nor will she respond to the Brush. She is an integral part of the plot, but at this point, you need not perform any actions
with respect to her. The little Lost Monster cannot find her next true home until you reach the Summer season.
NOTE: You must experience the Event with the little Lost Monster before the end of the Summer season if
you wish to persuade Bianca and Tabatha not to leave Trampoli at the end of Summer. If you do not experience this
Event before the end of Summer and they do leave Trampoli, they will return at the beginning of the next Summer
season.

Whale Island and Green Ruins

There are two separate dungeons that are accessible almost immediately in Rune Factory Frontier. Whale
Island, as explained previously, can be unlocked immediately by watering the plant next to the Church Tower. In order
to unlock the Green Ruins, you need to speak to Mist, raising her Heart Level to the point where she asks you to cut the
Weeds in front of her house. This does not require high Heart Levels. In fact, you need not be at 1 Heart either in Love
or Friendship to trigger the dialogue. You do have to speak to her regularly, however.
The second major area on Whale Island is known as the 'Whale's Fin' and can be unlocked simply by walking
down a passage in the southeast part of the lower level of the Cave. You will not be able to experience the Event with
the 'Lost Monster', however, until you have a Monster Barn as the Lost Elephant Monster requires housing.

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Both the Green Ruins and the Whale's Fin contain Monsters who provide Ranch Products but only the Green
Ruins has every variety of Monster who produces them. The Whale's Fin, on the other hand, is the location of the first
Transport Monster, in the form of the Silver Wolf known to players of Rune Factory 2. (A similar transport Monster
exists in Rune Factory as well but has a different name.)
There usually is no 'right' or 'wrong' way to play Harvest Moon and you can take your time where unlocking
new options is concerned. This Walkthrough allows players to unlock Whale Island immediately but then moves
forward to the Green Ruins, where you can unlock passages and chambers in all four floors by going through them
once, granting you a direct access in future by stairways from the 1st through the 4th Floor where the Boss Monster
awaits.
My own instinct is to unlock the Caves on Whale Island first, then unlock the Green Ruins area before
returning to explore more of Whale Island by unlocking the Whale's Fin later. This is a logical order to take, as even if
you explore the Whale's Fin earlier, you will not be able to plant the required Moondrop Flowers there until Rosetta
opens the Materia Store in the middle of Spring.
Furthermore, as Whale Island is a 'floating' island in the Sky, you will not find access to it via the Beanstalk
in the Church District on any Holiday until Summer. In the 2nd Holiday of Summer, you can experience a dialogue
with Lute that will allow you to create a new Beanstalk to Whale Island that will allow access only on the Holiday. The
existence of two separate Beanstalks in different areas will allow you access to Whale Island every day of the week. As
this Event will not occur in Spring, however, it is useful to unlock the Green Ruins in order to be able to grow Crops
there for Runes in Spring.
There is an aspect of Whale Island that is extremely useful in terms of farming in that Crops from any season
can be grown here successfully. In fact, when you have met Iris, she may tell you:

Iris: Flowers can grow here regardless of the season. Because of that, you can mix and match spring and summer
flowers in any way you like.

Monsters at the Whale's Fin

The Whale's Fin would be an idyllic place were it not for the nests of Monsters that inhabit it. The Monsters
on the Whale's Fin tend to spawn in multiples, so you will find it difficult to tame one unless you can separate it from
its fellows or defeat all of the others in the group before you even attempt to equip the Pet Glove.
You will find Woolys, Buffamoo and Silver Wolf Monsters along the many staircases and plateau of the
Whale's Fin. If you explored the Green Ruins to unlock all the paths there, you may have tamed at least one Wooly
and one Buffamoo there before you ever began to explore the Whale's Fin. The Monster you should tame here is the
Silver Wolf.
Although the Silver Wolf will spawn in a pack, you can induce the one closest to the first generator to follow
you down the staircase where you will have a chance to tame him without interference from his packmates. If your
Skills Levels are sufficiently high, you can defeat all his Packmates instead, but tricking him into following you down
the path is an easier method early in the game.
The Silver Wolf is a transport Monster and when you speak to him outside the Barn, you will have the option
to ride him. Unlike Rune Factory and Rune Factory 2, Monster companions can follow you anywhere on the Map and
if you wish to enter buildings for any purpose, your attending Monster simply will wait for you outside the door until
you emerge.
You will find five Treasure Chests tucked into the landscape of the Whale's Fin at different locations. The
contents always are somewhat random, but you may obtain precious Gems as well as Chocolate, Rice, Flour and other
ingredients ordinarily available only at the Tavern. Energy Drinks and Antidotes sometimes can be found in these
Chests as well. Remember that each time you exit and re-enter any area, all Treasure Chests and Crates respawn. An
interesting aspect of Whale Island is the fact that it is not season-specific in terms of farming. You can grow Crops
from any season here.
There are two locked areas at the Whale's Fin when you first explore it. The first is the Tower in the very
centre of the area. The other is a locked gate at the top of the highest hill, northeast of the Monster Generator that
spawns Silver Wolves. The first to be unlocked will be the Tower of Rest.

Monsters in the Green Ruins

If you explored the Whale's Fin before you unlocked the Green Ruins, you will have encountered Monsters
who provide Milk and Wool in the form of the Buffamoo and the Wooly. The Silver Wolf, your first Transport Monster,
is to be found in the Whale's Fin area as well.
You will not be able to find a Monster who lays Eggs or one who provides Honey until you access the Green
Ruins, however. It is in the Green Ruins that you will find Cluckys that lay eggs and Hornests who yield Honey.
Another new option that will be provided by the Monsters of the Green Ruins is the first Monster type who
can be set to the task of watering your Crops. This is the Little Emperor, found on B3F of the Green Ruins. When you
unlock the Lava Ruins, you will find another Monster who waters Crops in the form of the Elefun.

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Kanno's Letters

In the previous section about the Boss of the Green Ruins, Kanno's Letter about giant monsters was included.
He actually will send another letter to you with a different hint about the Green Ruins. Kanno's Letter:

I hear you found the Green Ruins


I hear you have entered the Green Ruins. That place once was a Norad research facility, studying how to utilize Runes
more effectively by using Rune Stones. It may be a good idea to try taking some Rune Stones down there with you.

The Lava Ruins

The first step in unlocking the Lava Ruins is to defeat the Boss Monster of the Green Ruins in the form of a
Giant Clucky. Until you have accomplished this, you only can gaze at the entrance to the Lava Ruins, situated on the
Mountain Road between South District and the little paths that lead to the Cornucopia Trees and Stargazing
Conservatory area.
When you look at the ruins of the entrance, you may notice a small sapling on the right side beneath a fallen
pillar. It may grow a little as time passes, but you never will be able to interact with it until you have defeated the
boss of the Green Ruins. Nothing will change on the day that you defeat the Giant Clucky. You must wait until the next
day to return to the Mountain Road to find the entrance to the Lava Ruins. You then will find that the sapling has
become a Tree with a hole in its centre. Press 'A' for a prompt:

Freyr: I've seen this hole before I think it was inside Whale Island

If you equip a Tree Rune Stone in your hands, you will see a prompt:

Put In
Put Away

Choose 'Put In'. Your character then will make a remark.

Freyr: Hm I can't get it out anymore.

Nothing will change immediately apart from the fact that you will see the Tree Rune Stone firmly lodge in
the hole in the trunk of the Tree. Although you will be able to see the entrance to the dungeon, you will not be able to
set your feet on the path that leads inside.
Return the next day to obtain access to a new Dungeon in the form of the Lava Ruins. When you first arrive
at the entrance, your character will remark:

Freyr: Whoa! Was this tree this big? Wow I think I can go inside from here

To make it quite clear, you will see a prompt on the bottom of the screen: The Lava Ruins are now open!

Bombs in the Lava Ruins

The first chamber in the Lava Ruins contains a new item in the form of a bomb. If you have studied the
books available in your local Library, you will have read John Arthur's Memoirs describing the bomb he found in the
Ruins and its effects.
There are two exits from the initial chamber. The one leading north is blocked by debris. The bomb is to the
left of this entrance to the next chamber. Slash at the bomb to detonate it or use your Monster ally to attack it. You
can use almost any Tool or Weapon to detonate the bomb. Move out of range quickly. Afterwards, you will be able to
move further into the dungeon.
There are bombs elsewhere in the Lava Ruins. Some will begin to tick, prior to detonation but others are
dummies that may or may not contain useful items in the same way as Chests and Crates contain items As its name
suggests, lava flows freely here. The dungeon is ruled by the Summer Season so you can plant Summer Crops in the
fields. There is a multitude of new Monster types in the Lava Ruins, including a more powerful form of Chipsqueek,
Scorpions, Spiders, Necros, Golems, Flower Lions, Little Wizards and Ignis Monsters. Although their names may
differ from those in previous Rune Factory games, players of the series will recognize each type easily.
The Lava Ruins is a good source of Silver as well as Wild Grasses associated generally with the Summer
Season such as Blue Grass and Purple Grass.

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Unlocking Doors in the Lava Ruins

As in the Green Ruins, you will find sliding doors that are locked until you have gone through them once
from the other side. The locked doors tend to be those closest to the entrance in the southeast section of the Ruins. As
in the Green Ruins, a stairway leads down to the lowest floor in this location but until you have unlocked the door on
each successive floor from the other side, the stairway essentially will lead nowhere.
Once unlocked, sliding doors then remain accessible in later visits. Those doorways that must be blasted by
bombs in order to become accessible, on the other hand, must be opened in the same fashion each time you visit the
Lava Ruins. Any barriers in doorways as well as the bombs used to clear the path will be respawned each time you re-
enter the Lava Ruins.

Catapults in the Lava Ruins

You will find a different sort of man-made device on the 4th Floor of the Lava Ruins and on floors below that
as well. These resemble the bombs on higher floors somewhat but are found on little round platforms. If you look
closely, you will see a lever on one side of the platform. Hit it with your hammer to launch a cannonball that will blast
through a nearby pile of debris or other obstacle in your path.

Large Round Boulders in the Lava Ruins

On the 4th Floor of the Lava Ruins, you will begin to find giant boulders that are perfectly round. It is
obvious that they should be used to clear debris and other obstacles from your path, but the method here is slightly
different from that used to launch the Catapults.
Once again, however, it is your trusty farming equipment that solves the puzzle. Look for a pile of sand and
use your hoe to remove it. The Round Boulder having been held in place only by the pile of sand now will roll freely,
crushing everything in its path. Make certain that your character and any Monster Ally are NOT in the path of
destruction!

Silver in the Lava Ruins

Although you can find Silver in the Green Ruins once you have a Hammer with sufficient power to smash the
Stone Barriers that prevent access to some of the paths and chambers in the dungeon, you need to find Silver elsewhere
in order to forge the Silver Hammer that can smash those barriers.
The 3rd Floor the Lava Ruins may be the first location where a player finds Silver in Rune Factory Frontier.
If you go to the 3rd Floor and ascend the wide stairway in the east, then walk to the far northeast corner of the long
platform there, you will find some Rocks that can be smashed for Ores/Gems guarded by Scorpion Monsters. At least
one of these Rocks usually contains Silver.
When you have opened the 'broken' door to the stairway shortcut to the 3 rd floor, you will find yourself at the
southern end of the same long platform and all you will need to do then is walk north to the end of the platform.

Most Direct Path to your first Piece of Silver

If you have not unlocked the Shortcut Stairway, this is your route to your first piece of Silver in the Lava
Ruins. First of all, go north through the first chamber where there are both Killer Ants and Ants. Detonate the bomb
and move back to allow it to clear a path for you. Proceed north through the next chamber and continue north through
the opening in the wall. Go round the lava crack in the floor and continue north through the opening in the wall in the
northeast. Now you must change direction briefly in the chamber with the Ghosts and the cluster of Rocks that can be
smashed for Ores/Gems. Go west through the sliding door into a small chamber filled with Ghosts. You will see
another sliding door in the north. Go through it to find the isolated stairway to the 2nd Floor.
Descend to the 2nd Floor, then go west from the stairway to a little area containing Furpys. You will see a
little stairway to the south. Descend and you will find yourself in the northwest corner of the largest area on the 2nd
floor. This area is divided into four sections and has a large number of tillable fields. The section in which you find
yourself contains two Ducks and their Generator. If you go east along the northern edge, you will find two smooth
square boulders that you would need an upgraded Hammer to smash, making this route inaccessible at the start of your
exploration of the Lava Ruins.
You ultimately need to make your way to the southeast corner of this large area and to do so, must go through
a sort of maze. First, find the stairs in the southwest corner of this section of the large area at the point where you
cannot go further south because of a canal of water. Go up the little stairs through a sliding door, then take a short
bridgeway south over the lava. In the next chamber, you will find a sliding door in the east that will take you to a short

20
flight of stairs that descends east back into the original large area. Now, however, you will be on the southern side of
the water canal in the southwest section of this area. You need to find your way to the southeast corner now. Skirt the
water that spills out of the canal and thread your way past the fallen pillars in the centre of the area, Go to the
southeast corner of the large area and you will see a short flight of stairs ascending upward to the south. Go up the
stairs and you immediately will find yourself on the western end of a long causeway that goes east. Go east to the end
of the causeway and through the sliding door there into a chamber containing two Mini-Golems, each with his own
Generator.
You will see a sliding door in the north. Take it and you will see the isolated stairway to the 3rd Floor in front
of you. Descend the Isolated Stairway to the 3rd floor. You will find yourself in the middle of a long platform that
extends along the eastern limits of the dungeon from north to south. Go north along this platform and you will see a
cluster of Rocks that can be smashed for Ores/Gems, a bomb and two Scorpions. This is the Cluster of Rocks that
usually contains at least one piece of Silver. You actually can detonate the bomb to crush at least one of the Rocks (and
possibly a Scorpion) instead of using a Hammer. If you fail to find Silver in any of these Rocks, use Escape, leave the
Dungeon, then re-enter and try again!

Energy Drink X in the Lava Ruins

Energy Drink X is the most powerful Energy Drink that can be made or found in Rune Factory Frontier. You
can make it in your own Laboratory with two E. Drink S and one White Grass. It is a required item in Rosetta's 'Story'
as well, and you will not be able to propose successfully to her until you have obtained one Energy Drink X.
You can find E. Drink X in the Treasure Chests in many of the 'Twin Towers' at the top of Whale Island as
well. If you do not have sufficient Cooking Skill to make it and have not reached the Floating Chamber of Whale
Island yet, you can find it on the 3rd Floor of the Lava Ruins, quite close to the location of the cluster of Rocks that
often contains Silver.
Here are the directions: From the Isolated Stairway, go west down the long stairway. If you take the Shortcut
Stairway, go north, detonate the bomb that clears the fallen masonry and continue north to the same long stairway, then
descend. Go south past the Mini-Golems and then west through the sliding door that leads to a small chamber FILLED
with Summer Monsters. (This is probably why I avoided the room for the most part in the early days of my
explorations.) There are two Monster Generators in this chamber, each of which spawns two Summers. All plant
monsters have the power to inflict Paralysis. If you are wearing a Wristwatch, you will be protected from both Stun
and Paralysis. A Luck Blade or Smash Blade protects against Poison and Seal. The two in combination therefore
protect against all common status ailments. If you are riding a Transport Monster, it probably is best to dismount and
use a weapon against the pesky creatures to clear the room most quickly. Paralysis will slow down the Monster unless
you have consumed food with a temporary FX of protecting against Paralysis attacks. There are two Treasure Chests in
this chamber. One usually contains Fire Crystal, Lv. 6 or an Orange. The other most often contains Energy Drink X
but sometimes yields Ketchup I believe.

Monster Ally Effects

A Monster Ally who accompanies you will share in the effects of any Energy Recovery items, making this
different from Rune Factory 2. Furthermore, Monster no longer need to be sent back to the barn if you wish to enter
your Farmhouse while you have one with you. The Tame Monster will wait outside the door docilely until you
complete any business in the house!

Defeating the Boss Monster of the Lava Ruins

By the middle of Autumn, your experience Level should be high enough to defeat the Boss Monster of the
Lava Ruins. In fact, the most difficult aspect of the Lava Ruins is solving the maze, especially with respect to the 4th
and 5th floors. Finding the door that you need to open from the other side in order to create a shortcut via the stairway
in the southeast corner is particularly difficult in terms of the 4th and 5th Floors. You actually need to unlock only the
door on the 6th floor in order to be able to access the Boss instantly without being obliged to use Catapults and Round
Giant Boulders each time to clear your path.
When you have unlocked the door on the 6th floor, make certain that you forge an Ice Hammer before you
return to enter the Boss Monster's Lair. Ice Hammer: 620G, ATK 56, REQ SKL 26, SP ATK 1, RP Use 13, FX Stun
Attack 24%, Water Attack +10. Other items that will be of great use are: Sakura: 890G, ATK 41, REQ SKL 38, SP ATK
2, RP Use 8, FX HP Absorption, Poison Attack 50% . As you can see, the Sakura offers a chance for you to drain
Enemy HP, giving you an HP boost each time it does. E. Drink S: 280G, HP 105, RP 0, FX 0. Ice Cream: 260G, HP
10, RP 125, FX 120 sec. Water Attack +10, Water Resistance +20. As you can see, Ice Cream offers 10 points of Water
Attack, very useful against Fire Elementals.

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The Boss Monster of the Lava Ruins actually is accompanied by a number of minions who will attack you
before he ever appears. Defeating each 'wave' of Enemies will not deplete the Boss Monster's HP at all. You must
defeat each wave, however, if you ever wish to MEET the Boss!
The first wave consists of a number of Fire Hornets. They will sting you with darts. Stay mounted on your
Silver Wolf Monster Ally for these attacks. They will harm your Monster Ally very little and you will be able to defeat
them without using either HP or RP. As each Enemy is defeated, it will be transformed into fire. The fire will remain
on the ground until the next wave appears.
If you choose to fight at your Monster's side instead, I would recommend that you equip Sakura or the Luck
Blade instead of the Ice Hammer. The Ice Hammer is slow and uses too much RP to be of use against multiple weak
enemies such as these. With Sakura, you can absorb your Enemies' HP in your Attacks. The next wave consists of 4
Fire Panthers. Again, the easiest way to defeat them is by remaining mounted and using your Silver Wolf's Special
Attack but if you choose to fight unmounted, use the Luck Blade or Sakura again. The 3rd wave consists of two Fire
Trolls. They are monstrous creatures but, like all Trolls, rather slow. Make certain that you do not get caught between
them. You can remain mounted for this as well.
When the two Fire Trolls are defeated, you will encounter the 4th wave of Monsters in the form of a number
of Fire Slimes. Like all members of the Slime family, they have the power to inflict Poison so make certain that you
use Antidotes when necessary to heal yourself and your Monster Ally. It is during this wave that your Monster Ally
will be at risk finally. You may lose him in fact.
With all of these waves of lesser enemies, it is best NOT to use the Ice Hammer. Use Sakura or your Luck
Blade. As previously stated, the Ice Hammer is slow and uses too much RP to be wasted on lesser Enemies.
Furthermore, you will have two Special Attacks with the Luck Blade or Sakura as opposed to a single Special Attack
with the Ice Hammer.
Once you have defeated all the Fire Slimes, the fire remnants will morph into the true Boss Enemy, a Giant
Fire Slime. At this point in the battle, you should equip your Ice Hammer.
This Monster has a number of Fire Attacks, not surprisingly. You may need to restore your HP with E. Drinks
S. Now is the time to consume Ice Cream as well in order to augment your Attacks. Use the Ice Hammer. The most
dangerous attack of the Giant Fire Slime is his third mode of Attack, when he will rise above the ground, then attempt
to crush you beneath him. If you can avoid this, you should be able to remain standing. You can weather his first and
second modes of attack and indeed, if you have sufficient energy, can counterattack during those attacks.
Make certain that you watch your Energy gauges and replenish HP and RP as necessary, using items that
increase total HP, boost Attack and Defense and finally, offer Water Attack. When the Giant Fire Slime is defeated, he
will drop a number of War Trophies. Two are guaranteed: a Relic and a Red Core. The Relic is the 'key' to unlock the
Snow Ruins. The Red Core can be used in forging. Other items that the Giant Fire Slime will drop include Gold, a
Gem and Cooking Items such as Curry Powder and Cooking Oil. The latter are items that are associated with heat and
fire!

Unlocking the Snow Ruins

With the Relic won from the Giant Fire Slime in your Rucksack, go to the Churchyard to the right of the
Rune Archives to study the stone Altar there. Your character as always will make a remark.

Freyr: This stone tablet looks suspicious.

If you attempted to use any Rune Stone here previously, your character would talk to himself

Freyr: I think something can fit inside this dent

If you now equip the Relic in your hands and press 'A' in front of the Altar, you will have a new choice:

Jam in 'Relic'
Do nothing.

Choose 'Jam in Relic'. When you do, you will see a prompt to the effect that you: Jammed in Relic! Now the
Stone Altar will slide to the left, uncovering a square entrance to an underground passage.

Freyr: There's an entrance to the ruins here!

You will see a declaration now: The Snow Ruins are now open! Descend and as soon as you begin to walk
deeper into the Ruins, you will experience an Event.

Freyr: ! What is that?!


You will see what resembles a dark star, a pulsing black ball in the centre of a stone chamber.

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Freyr: A Dark Rune? Something's not right here. I should be careful hereon out.

The Snow Ruins is ruled by Winter, as its name suggests. Autumn Crops can be grown here, however. You
will find Mushrooms in the tillable plots as well as Colored Wild Grasses. Ganesha will inform you that:

Ganesha: 'The Snow Ruins, as the name suggests, has monsters that are resistant to cold. But they're also weak
towards heat, so adjust your equipment that way to prevent needless damage to yourself.'

In other words, equip items that either offer Ice/Water Resistance or Fire Attack.

Tip for Obtaining Gold

You will find Gold in the Snow Ruins but there is a very easy source of Gold in the Lava Ruins on the 6th
floor. In the antechamber in front of the door that leads to the Boss Monster and his minions, you will find three Rocks
that can be smashed for Ores. You usually will find at least one Gold here and sometimes even two. Once you have
defeated the Giant Fire Slime in the Lava Ruins, you will find a circle portal that leads from the entrance of the
dungeon directly to the 6th floor, much like the one that appeared in the Green Ruins after the 1st defeat of the Giant
Clucky.
In fact, as noted previously, a Circle Portal is created after the first encounter with any Boss Monster, whether
or not you emerge victorious. Two urns to the right of the door that leads to the Boss Monster and Minions
can be smashed for items. One usually contains Ketchup, an item that ships for over 700 Gold.
Remember that each time you leave a dungeon and re-enter it, all Crates and Rocks will respawn. With either
the 'circle portal' shortcut or access to the 6th floor via the stairway in the southeast, you will have an almost infinite
supply of Gold and Ketchup!*
There may be a glitch in Rune Factory Frontier that will not allow the Urns and cluster of Rocks to appear
after your first entry into the chamber on the 6th Floor until you actually have confronted the Boss Monster. Some
players have not been able to find ANY Rocks or White Urns in the chamber on the 6th floor until they confronted the
Giant Slime.
Note that, once you have 'The Hammer', the ultimate upgrade in this farm tool, you will find Little Crystals
fairly often when smashing rocks in dungeons. In fact, you often can find a Little Crystal when you smash the rocks in
the chamber with the shortcut Circle Portal on the 6th floor of the Lava Ruins. *Remember that this always is a
probability rather than a guarantee. Finding specific items in any Rock, Crate or White Urn is a probability and may
not occur each time you enter the Dungeon. It appears that there is a specific 'short list' of items programmed into each
Rock, White Urn or Crate as well as an 'empty' result where Crates and Urns are concerned. The two Urns on the 6th
Floor of the Lava Ruins appear to yield Mushroom, Ketchup and Thick Sticks. The Rocks are as likely to yield Scrap
Iron as Gold on any given visit, but re-enter and try again. Gold is one of the items on the 'short list' for this particular
cluster of Rocks.

Preparing for the Snow Ruins

Rune Factory is Harvest Moon plus traditional RPG which means that Cooking and Forging are important not
only where Energy Recovery is concerned but in order to increase your Attack and Defense powers in the various
Caves/Dungeons. In any Rune Factory game, including Rune Factory Frontier, each Cave/Dungeon is ruled by a
specific season. Each season is associated with a specific element. Spring is Wind, Summer is Fire, Autumn is Earth
and Winter is Water/Ice. If there is any doubt in a player's mind as to the veracity of this, he/she need only confront the
Boss Monster of the Cave/Dungeon to see how much Elemental Power affects the nature of that Monster.
Following the Seasons in natural order, you will find that each Cave/Dungeon tends to produce more
powerful Monsters. In other words, the Monsters in the Snow Ruins are far more powerful than those in the Green
Ruins. Fortunately, there is a logic in this that affects other components in the game. The more powerful Monsters tend
to supply War Trophies that can be used to create better weapons. The Lava Ruins, unlocked after the Green Ruins, is a
place where one can find Gold instead of the Silver found in the Green Ruins. In general, Gold is required in Recipes
for Tools, Weapons and Equipment that is superior to those in which you will find Silver as an ingredient.
Knowing your Dungeons/Caves and how to deal with Elemental power is the key to success in any RPG and
therefore in Rune Factory as well. Ganesha will inform you that: 'The Snow Ruins, as the name suggests, has monsters
that are resistant to cold. But they're also weak towards heat, so adjust your equipment that way to prevent needless
damage to yourself.' In other words, equip items that either offer Ice/Water Resistance or Fire Attack.

Destroying Barriers and Devices in the Snow Ruins

An important consideration when choosing a Weapon for the Snow Ruins are a number of inanimate barriers
and devices that you will find throughout the dungeon.

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The first of these is a barrier in the form of ice crystals. A simple Hammer will destroy this. It need not be an
elemental Hammer or any type of combat Hammer. Your farm tool will suffice. The reason why a farm tool may be
preferable to any combat Hammer or other weapon is RP Use required to wield it. Any farm tool requires far less RP
ordinarily than any Weapon.
The second device found throughout the Snow Ruins consists of an 'eye' generator that sends out puffs of
damaging ice. If you move close to the 'eye', you can smash it or destroy it with any weapon, tool or even Monster
Ally attack but you will suffer damage in the process. Look for a low metal arch on the same screen as the 'Eye
Generator. It may be next to it or it may be in a different location entirely. Destroying the metal arch will destroy
the 'Eye' Generator and you will suffer no damage from proximity with the arch. An elemental Fire Weapon is best for
this task. Using an ordinary Hammer will prove inadequate for this.
The third device found in the lower levels of the Snow Ruins is a cannon. The heart of this device is a metal
arch similar to those connected to the 'eye' generators. As with the 'eye' generators, the best strategy is that of
destroying the arch as you will suffer no damage. You can attack the cannon directly and it is easier to do so without
suffering damage than to attack any 'eye' generator, as the cannon faces only in one direction at any given moment, but
it will swing to face you quickly.
One more device in the Snow Ruins requires a simple farm tool in the form of a Hoe. Like the huge round
boulders in the Lava Ruins, you will find similar boulders in the Snow Ruins that act both as barriers and a means of
smashing debris to allow you to pass. Be careful not to stand in the path of these boulders once you have liberated
them!

Upgrades that use Gold

Gold will be an incredible aid in preparing for the Snow Ruins and the higher areas of Whale Island beyond
the Whale's Fin.
Once you have a regular supply of Gold, you should study your Recipe Books to find Weapons and
Equipment that use Gold as an ingredient. You will discover that many of the best Weapons you had can be used as
ingredients, with Gold, to create a better Weapon of the same time. For example, your Windsword can be upgraded to
an Aerial Blade. Your Aquasword can be transformed into an Icifier. The Icifier will be a liability rather than an asset
in the Snow Ruins but you can use it to advantage in the Lava Ruins.

Aerial Blade: 1570G, ATK 63, REQ SKL 52, SP ATK 3, RP Use 21, FX Wind Attack +10, Seal Attack 100%
Icifier: 1570G, ATK 71, REQ SKL 54, SP ATK 3, RP Use 24, FX Water Attack +10, Paralysis Attack 100%

With Gold in your inventory, you can make a Gold Ring to supersede your old Silver Ring. A Gold Ring can
be used as an ingredient to create other Rings as well as being worn. Better even than a Gold Ring, however, is an Au
Bracelet. This requires 3 Gold and a Cheap Band but gives the following:

Au Bracelet: 560G, Arms EQ, ATK 15, DEF 60, MAG 50

Other upgrades that can be performed once you have access to Gold are upgrades to all your Farm Tools.
Possibly the most important of these is the upgrade to your Watering Can from Lion Can to Rainbow Can. The
Rainbow Can allows you to water 25 squares at a time and holds a total of 21 uses.
Depending on the amount of exploration and fighting that your character previously accomplished in the
higher areas of Whale Island, you may have items such as the 'Fair Hide' and the 'Magic Talon' in your inventory. If
not, however, the Snow Ruins offers easy access to monsters who drop these War Trophies. A Fair Hide can be used to
create a Stylish Hat, an item of Head Gear offering better protection than the Cats Ears.

Stylish Hat: 1890G, ATK 0, DEF 55, MAG 60

When you obtain a Magic Talon, you can create the Headdress.

Headdress: 1580G, ATK 0, DEF 85, MAG 80, FX Element Attack +10, Element Defence +10

Note that the Headdress requires a Charm Blue, an Autumn flower. By the middle of Autumn, you should
have both Charm Blue and the necessary Skill Level to create a Headdress. Skill Level Requirement for this piece of
Head Gear is 70.
If you lack necessary experience for advanced Accessories, you can make Hand-Knit Hats from your Wool
and Yarn until you raise your levels. You should have ample supplies of these in your Storage from your Woolies and
their cousins by the middle of Autumn. Make as many upgrades as possible to Weapons and Equipment as well as
preparing Cooked Dishes that either give protection from Ice/Water Attacks or contain Fire Attack power before you
begin to explore the Snow Ruins in earnest. If you have unlocked the Snow Ruins in Autumn, you should have a large
supply of Eggplants on hand. An Eggplant Grill offers Fire Attack as well as boosting general Defense as follows:

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Eggplant Grill: 310G, HP 10, RP 100, FX 120 sec. Defense +30, Fire Attack +10

Letters from Kanno about the Snow Ruins

Each time you unlock a new dungeon, Kanno will send you letters that give details about it. When you
unlock the Snow Ruins, you will receive two letters from him almost immediately:

I hear you found the Snow Ruins.


I hear you have entered the Snow Ruins. The Norad Kingdom used to conduct researches on how to effectively
increase the number of Runes there. Monsters of cold regions are especially strong, so be sure not to push yourself
too much. Understood?
Kanno

How goes exploring the Snow Ruins?


How goes exploring the Snow Ruins? Creatures in colder climates tend to grow much larger than those of warm
climates. According to my documents, a monster used to guard the ruins. If that monster were still alive and fulfilling
its duty impossible. That would be impossible.
Kanno

Exploring the Snow Ruins

The barriers in the Snow Ruins consist mainly of large clumps of ice crystals and frozen ice that prevents
sliding doors from opening. You can break any of the ice crystal formations with a Silver Hammer or Heat Axe as well
as some other Tools and Weapons. You don't even need to charge a Silver Hammer to smash the ice.
Where the ice that holds a sliding door in place is concerned, however, the situation is slightly different. The
dungeon is filled with round metal generators that appear to have an 'eye' in the centre. They generate puffs of cold air
that can cause damage. As soon as you enter any chamber containing one or more of these generators, smash them
either with a Weapon, a Tool or the special Attack of a Monster Ally. When the Eye Generator is smashed, the ice in
front of any sliding door nearby will vanish, allowing you to use the door.
In fact, there is a little arch near each of the 'eye' Generators that can be smashed without suffering risk of
damage. When you destroy the arch, it acts as a detonator, causing the Eye Generator to explode. There are swiveling
cannon on lower floors that are controlled by similar wire arches. If possible, hit the arch instead of the actual
Generator to minimize your own damage. In some cases, however, the arch that controls the Eye Generator or
swiveling Cannon will be found in a different area. As with Monster Generators, these Eye Generators will respawn
whenever you re-enter the Dungeon.
Platinum can be found randomly in the Snow Ruins on the 2nd floor or anywhere lower. White Grass is
found here as well. Monsters who drop the Magic Talon and Fair Hide can be found in the Snow Ruins fairly close to
the entrance. Although you can obtain these items from Monsters in areas of Whale Island past the Whale's Flank, it
may be easier to obtain them from the Death Stalkers in the Snow Ruins.
Another useful new Monster in terms of items is the Mamoo. The Mamoo is a Monster on the 3rd Floor who
resembles the Elefun and who will drop 'Quality Fur' randomly as a War Trophy. 'Quality Fur' is an ingredient in many
of the better Accessories. In particular, it is an ingredient in the four Elemental Capes, constituting Torso Equipment
that surpasses any available previously.

A Source of Platinum in the Snow Ruins

Although Platinum can be found randomly in rocks in many areas of the Snow Ruins, the first cluster of
Rocks that usually contains at least one nugget of Platinum is found on the 2nd Floor. Here are the directions from the
Shortcut Stairway:

From the Shortcut Stairway on the 2nd Floor: Go north from the entrance to find an ice barrier. Smash it and move
north into a chamber with four Rocks that can be smashed for Ores/Gems and a single tillable field with four plots. To
the west is an ice ramp leading upward. To the east is another ramp that leads upward. To the north is a narrow corridor
leading to a dead end with ice ramps that lead upward both to the east and to the west. The ice ramp that leads upward
to the west at the end of this narrow corridor leads to a chamber with three rocks that can be smashed for ores/Gems
and a single Monster Generator that spawns Shadow Panthers. One or more of these rocks often contains Platinum. In
fact, this may be your first opportunity to obtain Platinum.

Dark Iris and the 3rd Floor of the Snow Ruins

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Ordinarily, when your character reaches the door of the Chamber where a Boss Monster awaits in any
dungeon, he will be given an option either to proceed or to turn back. In the case of the door on the 3rd Floor of the
Snow Ruins, however, once your character reaches it, the Event will proceed inexorably, forcing him into combat with
Dark Iris at the behest of Gelwein.
You therefore should make certain that your Skill Levels are adequate, that you have full HP and RP and that
your Weapons and Equipment are equal to the task of defeating Dark Iris before you smash the ice enclosing the huge
Guardian Monster in front of the 3rd Floor door. Actually, you must press 'A' in front of the door to initiate the Even
that leads to your battle with the darker side of Iris. You first will encounter both Mist and Candy after you press 'A' at
the door.

Freyr: Mist! Candy, too! What are you doing here? It's dangerous!
Mist: Sorry It's just that I hear a voice from in here asking for help.
Candy: A lot of Spirits are inside here. I think the Spirits from Whale Island are in here, too.
Freyr: The Spirits? And the voice that Mist heard is coming from in here, too? Does that mean there's really
something inside?

Your character tries to open the door.

Freyr: Darn, it won't open.


Mist: It won't open?

Mist and I both walk towards the door and it suddenly opens.

Mist: It opened
Freyr: Ahaha Looks like it did

Canday now runs to join us.

Candy: There are so many spirits in here They sound so sad

You will see an enormous black orb in the centre of this chamber. It resembles the vision you saw when you
entered the Snow Ruins for the first time, but is far larger as now you are closer to it.

Freyr: !! Whoa
Mist: Oh my
Candy: Wow

Now you hear the singing voice from the Public Square.

Mist: Do you hear something?


Candy: I hear something A melody A Spirit Melody?!

Some one who resembles Iris now appears in the centre of the pentacle on the floor. The pentacle glows softly.

Freyr: Iris? No, the atmosphere is slightly different Mist, is the voice you heard Iris'?
Mist: No I don't think so. The voice I heard was
Freyr: Runes are gathering They gathered here and became this giant Rune
Candy: Just like how I sing to talk to the Spirits, that girl's singing must be calling out to them. You have to stop that
girl! If all the Spirits gather here, Whale Island will lose its Rune and fall to the ground!

You run forward. You now can see that the girl who resembles Iris is dressed in brown rather than white.

Freyr: Iris, stop! Why are you doing this?!


Iris Noire: I have nothing else This is all I have
Freyr: What are you talking about?! You're the one that told me you're not lonely anymore! You told me that you'd
sing for me someday! A sad melody like that doesn't suit you, Iris!
Iris Noire: Who are you? My melody is
Freyr: It's me! We used to talk on Whale Island, remember?! Did you forget?!
Iris: I don't know you I have nothing
Freyr: Iris!

Another voice now heard over the wind


Male Voice: What are you doing?! I never told you to stop singing!

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Gelwein walks forward.

Gelwein: There's no one in this world that would ever befriend a worthless fool like you other than me! You want me
to cast you out?! You can't live without me! So do as I say and sing, fool!
Freyr: Iris, stop it! Please!
Gelwein: Who in the world are you? You dare enter into this facility without my permission? This is why trash like
you
Freyr: You I saw you before in front of Iris's house Iris had nothing but good things to say about you. She called
you her 'friend' How could you?!
Gelwein: I knew I remembered your face from somewhere You're the one that visits 'Blanche'.
Freyr: Blanche?
Gelwein: Haha Hahahaha! I see! You can't tell apart 'Noire' here and 'Blanche' up on that floating island! Let me
tell you something. Noire' here and 'Blanche' up on that floating island are two separate entities. Well I guess it'd be
more accurate to say that they're 'separate entities right now'.
Freyr: Wha-What do you
Gelwein: That Iris you met on the floating island is not really Iris. There once was a girl that lived here, who split into
two because she wanted some one to talk to.
Freyr: You're telling me Iris One girl split into two?!
Gelwein: That's right! Iris is the last of a vampire tribe legendary for being those closest to the Spirits in this world.
She alone knows the secret art that controls the Sprits through song. That art is what gripped me! The two Irises
continued to sing from above and below the earth. Their powers are the same, since they were one person to begin
with. By going back and forth between the two Irises, the Spirits brought balance upon this world. This is where I
devised a plan. I kepT the Iris underground singing while stopping the Iris above. Of course, as a result, the spirits
began gathering underground around the Iris that continued to sing. And behold! The fruits of my labor! This giant
Dark Rune!
Freyr: Stop! If you keep doing this, Whale Island will lose all of its Rune power and fall to the ground!
Gelwein: Why should I care?! I will have my revenge on the fools that envied my genius and banished me!
Freyr: I can't let you do that!
Gelwein: Hmph! You seem to have some skill with a sword, but that won't be enough to defeat me!
Freyr: We'll see about that
Gelwein: What a fool! Then why don't you give it a try! Let's see how you stand up to this! Go. Iris! Wipe out these
fools that dare interrupt my plan!
Freyr: Stand back, both of you!! Mist, I'll leave Candy to your care!!
Mist: Okay Be careful!

Defeat of Iris Noire

You now will engage in combat with Iris Noire, supported by a series of crystal orbs that ring her along the
wall of the chamber. You must destroy each of these Orbs before you will have any hope of defeating her. Her own
Energy bar will decrease with each Orb that you destroy. You need not confront the Dark Iris personally at all. Simply
race from one Orb generator to the next, avoiding the various Attacks that she unleashes upon you.

An Ally in the form of Blanche

If you have a high Heart Level with Iris (Blanche) at this point, the Event will occur a little differently. When
Gelwein orders the attack:

Iris Blanche: Stop!

A moment in the darkness, then:

Iris Blanche: Please stop this. You can't do this.'


Iris Noire: I have nothing else. This is all I have.
Iris Blanche: That's not true. You have me. Freyr will also become your friend. I promise. If you continue down this
path you can never return. You will lose everything. This isn't you, Iris. Come back please!'
Gelwein: Blanche, why are you here? Wait, you I gave your blood to Blanche. No, this can't be! The awareness
control will break. Ah aaaaah!

Iris Noire now will scream and fall to the ground. Iris Blanche will disappear. The event will continue in the same
fashion whether or not you fought Noire.
After Iris Noire Faints

27
Once Iris Noire falls to the floor, Mist and Candy will greet you.

Mist: Are you all right?


Freyr: I'm fine. How's Iris?

You look towards the pentacle.

Freyr: Don't worry. She just fainted.


Mist: *phew* That's good

Gelwein's Next Move

Gelwein now walks forward to confront you.

Gelwein: Freyr, was it? You worthless piece of


Freyr (sternly): This is the end. Leave this place. If not
Gelwein: ?! Ha I get it It's no wonder my awareness-control was broken so easily.
Freyr: ? What are you?!
Gelwein: I never imagined there would be some one with a more powerful song than Iris, here, in a place like this! No
matter! I still have the upper hand. In fact, this is the perfect chance to solidify my plan! Freyr I must thanks the
likes of you! I'll let Iris go, as you wish. She is of no use to me, now that I have the final ingredient in my hands!
Hahahaha!!

Dialogue by the Rune Experts

As previously on another occasion, you will be privy to a conversation that occurs between two different
individuals. As before, you will not see the speakers but simply overhear the dialogue.

1st Voice (red): The diagnostic results are in. As we thought, the reason behind the Rune dissipations was
2nd Voice (green): I see. A body that endlessly absorbs Runes since birth Why did it fail? Is it sinful for man to
create life by his own hands? But the child has not sinned I should have been the one to be punished If we do
nothing, all the Runes of the world will be absorbed by this child and the world will perish. I must do something.
Something

The Disappearance of Mist

You now will find yourself in your bed at your house. Kanno, Lara, Candy and Iris 'Noire' are near the bed.

Freyr: Where am I?
Lara: You're in your room, Freyr. Do you hurt anywhere?
Freyr: No I'm fine

You now stand.

Freyr: What am I doing here?

Then:

Freyr: Oh, no! Iris was being controlled and I


Iris Noire: If you're worried about me, I'm fine
Freyr: Iris! You're back to normal! I'm glad What were you doing in a place like that? Besides that Gelwein
guy
Iris Noire: I'm not the Iris from Whale Island
Freyr: Huh?!
Iris Noire: A long time ago, the Iris that lived in this land became so lonely that she split into the Iris on Whale Island
and me.
Kanno: Hm So both Miss Iris of Whale Island and Miss Iris of the underground were singing the Spirit Melody.
That is why Runes were in equilibrium, and Whale Island could soar in the sky. However, Miss iris of Whale Island
stopped singing while the other Miss Iris continued on due to Gelwein's plots. As a result, all the Runes began gathering
underground while the Rune within Whale Island shrunk.
Iris Noire: That's my hypothesis anyway.

28
Freyr: Then the danger has passed? Whale Island is safe? I mean, you're here with us and you're not singing.
Candy: It's not that simple
Freyr: What? Why not?
Candy: The Spirits are now called below by an even stronger force than before. My song won't reach them
Freyr: How can that be? Iris isn't singing any more, so
Kanno: There must be a great power we don't know about that is drawing the Spirits to it.
Freyr: A great power?
Kanno: I daresay that this has something to do with Miss Mist going missing.
Freyr: Mist is missing?
Lara: She disappeared when that whole fiasco ended, and we can't find her
Freyr: What?! She might still be in that room! We have to go save
Kanno: That room has been sealed by magic and cannot be breached.
Freyr: No way Then Mist is
Iris Noire: I'm so sorry It's all my fault
Freyr: No, Iris. You were being controlled. You didn't do anything wrong. Besides, I'm sure that Mist is totally fine.
So don't blame yourself like that.
Iris Noire: Freyr Freyr, I want you to take me to where the other Iris is. If both of us work together, we may be
able to bring the Spirits back to Whale Island. Magic cannot be used without Runes, so if we bring back the Runes, we
may be able to weaken the magic seal on that room.
Kanno: Then I'll look into this Gelwein fellow.
Lara: Freyr, just don't do anything rash, okay?

Reunion of Two Divided Souls

You now automatically will journey with Iris Noire to the Tower of Rest at the Whale's Fin and witness the
reunion of 'Blanche' and 'Noire'.

1st Iris: I understand what you're trying to do. I never dreamed that Gelwein would do something so I'll believe
in you.
2nd Iris: We will sing together. If we can bring back the Spirits that went underground, Whale Island won't fall.
Freyr: We'll all be counting on you.

You now find yourself on your Homestead, walking towards your Farmhouse. It is 10.00 a.m. on the
morning after you confronted Iris Noire in the Snow Ruins. If, therefore, you have unfinished business, make certain to
complete it BEFORE you initiate the confrontation with Iris Noire.

Rescue of Mist

The rescue of Mist must be at the centre of your thoughts now. Speak to Kanno while you are at the Clock
Tower if you did not engage him in dialogue elsewhere.

Kanno: We'll be getting very busy! First, we have to find out about Gelwein.

When you return to the Snow Ruins, you now will find the usual 'circle portal' that indicates a shortcut to the
Boss Chamber. Note that, even if you fail to defeat the Ice Snake, your first confrontation will create the Circle Portal.
Take the shortcut to find yourself behind the huge frozen Monster at the door that led to the Dark Rune Chamber. You
will experience an Event wherein your character walks back and forth searching for a way to open the door.

Freyr: Man, this is shut tight. It'd be nice if I could find some other way in.

Hints by Villagers

If you speak to Ganesha now, she will ask:

Ganesha: Did you find Mist?


Freyr: No
Ganesha: Oh Don't feel down just yet. There are other things you have to do first.

Visiting the Spirit of Whale Island

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After defeating Iris Noire, you should visit the Spirit of Whale Island for more information. Simply climb the
beanstalk as usual to initiate a little Event with him.

Whale Spirit: A Spirit Song I have not heard it in some time


Me: Whale! Iris' Spirit Song is calling to the Spirits. Now
Whale: Unfortunately, it will be difficult The power summoning the Spirits to the underground is too strong. At
this rate Unless the source of that power is stopped, I will continue to fail Freyr, please discover what's causing
the Spirits to gather under the ground. Please

Visiting Blanche and Noire

When you visit the Tower of Rest next, you will find both Blanche Iris and Iris Noire standing side by side on
the upper floor. The music will have changed as well, and the singing once heard at the Public Square now will be
heard in the Tower.

Iris Blanche: We're both singing, but it's not doing much. This just shows how strong of a power is calling the Spirits
below. We'll keep singing, although this may do nothing more than ease our minds
Freyr: Okay. I'll keep looking for a way to get into that room in the ruins. Don't push yourselves too hard, okay?
Iris Blanche: Thank you. Freyr, you be careful out there, too.
Iris Noire: It's because of me that Mist I don't know what to say
Freyr: It's not your fault, Iris. I'll be sure to find Mist. Iris, please don't say that. It's not your fault.
Iris Noire: Thank you, Freyr.

The Creation of Neo Laga Springs Bathhouse

In previous seasons, when you spoke to Melody, she will have mentioned that the water for her Hot Spring
appears to be diminishing. Her anxiety will continue to increase until she finally asks a favour from you outright.

Melody: Can you go take a look at the water source of the spring? It's where you broke the rock with the hammer,
Freyr. Thanks!

Tip: If you wish to make a single journey, take Ice Cream with you when you visit the Cave Depths. When you go to
the source of the spring, you will find an enormous Red Troll-like Creature squatting near the entrance to the Cave
Depths in the former location of the underground waterfall and river. There is no water to be seen whatsoever there
now.

Troll: Huh? Who are you and what do you want with me?
Freyr: If you sit there, it'll stop the flow of the hot spring. The bathhouse owner is getting really mad. Would you
please move?
Troll: Why should I move for you people? I like this place.
Freyr: Please
Troll: Fine, fine

He performs a series of movements but stays in place.

Troll: Then how about this? You bring me some ice cream. Then I'll move. Man, I'm too nice.
Freyr: 'Ice cream', right? I'll bring it right away!

Bring the Troll some Ice Cream, a Level 20 No Tool Dish that requires only that you mix Milk with Egg.

Troll: Ice cream! You kept your promise! You're a nice guy. Now for my end of the bargain. There wasn't much
water left in this spring so I added some more. See ya.

Return to Trampoli to speak to Melody.

Melody: Hey, Freyr! You did this, didn't you? That sure surprised me. I didn't expect the roof to be blown off to
make it an outdoor bath!
Freyr: The roof was blown off?!
Melody: Yeah. But it's fine. I opened it up as an outdoor bathhouse now. It shall now be called 'Neo Laga Springs'!
Today's bath is on the house, so come on in! I'm burning some of the incense Rosetta gave me as a gift for the grand
opening. It smells really nice, so enjoy!

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As on a previous occasion when a free Bath was promised, you will find yourself unable to use the Bath until you have
paid 10G as usual. The bath has been expanded slightly and has a more lovely appearance.

Restoring Energy in Winter

As described in an earlier section of the Walkthrough, E Drink S is far more effective than the simple Energy
Drink Lara sells at the Clinic in the early seasons of Rune Factory Frontier.
E. Drink S has a Skill Level requirement of Level 30 and uses two Energy Drinks as ingredients. You
therefore can make it even with the smallest Laboratory. The E. Drink X, far more powerful, requires a Laboratory
expansion and larger Laboratory from Lute as it uses three ingredients. It has a Skill Level requirement of Level 70.
The ingredients are two E. Drink S. and one White Grass.
A Level 1 E Drink X gives an HP boost of 300 HP as opposed to the 105 HP boost of one E. Drink S. If you
lack the necessary Skill Level to make it, create higher levels of E. Drink S. until you do achieve the necessary Skill.
Even a Level 2 E Drink S. has an HP boost of 115. At Level 3, it provides 125 HP. This is by no means equal to the
value of the E Drink X but every point helps a little!
As White Grass can be found daily on your Field in Winter, you will have ample supplies of the necessary
ingredients to create the best Energy Drink once you attain the requisite Skill in the Laboratory.

Kanno's Research of Gelwein

Speak to Kanno until he is able to inform you that he has been able to complete some research of Gelwein's history.

Kanno: I've found out some things about Gelwein.


Freyr: Really?!
Kanno: Yes. Apparently he worked for the Imperial Magic Research Centre in the Kingdom of Norad.
Freyr: Imperial Magic? That's where you and Cinnamon used to work, right?
Kanno: No! We were at the Imperial Magic Academy! Don't you ever compare our Majesty's personal facility to
those bumpkins!
Freyr: S-sorry
Kanno: Anyway, they were researching for a way to utilize Runes effectively. Gelwein's reputation there was most
terrible, but apparently his skill was top-notch. Of course, his skill is nowhere near mine or Cinnamon's. Hohoho.
Freyr: Okay
Kanno: it seems as time went on, Gelwein began to devote himself to a particular area of research.
Freyr: What was he researching?
Kanno: Military use of Runes. In other words, immoral experimentation that sought to use Runes for war.
Freyr: That can't be right Using Runes for warfare is supposed to be forbidden in the Kingdom of Norad.
Kanno: Yes, it still is. That's why the monarchy cut off funding the research and the facility fired him. Now Gelwein
is here, in Trampoli.
Freyr: Do you think he's trying to continue his research?
Kanno: I doubt it's that simple. According to his past co-workers from the facility, Gelwein apparently swore revenge
on the monarchy and the research centre that kicked him out. He's most likely trying to use his research to use Runes
as weapons against the Kingdom of Norad.
Freyr: We need to stop him, now!
Kanno: We don't have much time. Hurry, Freyr!

Rescuing Marco and Candy's Doll

After speaking to Kanno about Gelwein's past and plans, you should experience an Event the next time you
walk towards the Church in the Church District. As you walk upwards along the path that leads both to Church and
graveyard, you will find Candy standing there distressed as she gazes at a hole in the ground near the tombstones.

Freyr: What's wrong?


Candy: Oh, Freyr! Marco, he He went in there! I found a hole while I was chasing after Spirits, and I dropped
the doll I got from my sister in it by accident. So Marco said he'd get it for me and went inside He hasn't come out
for a long time Could you please help Marco?
Freyr: Okay. I'll bring Marco back, so you just sit tight, all right? Don't worry. I'll bring him back safe and sound, so
trust me. Trust Marco.
Candy: Okay Thank you so much!

Walk towards the hole and you will find yourself automatically in the Snow Ruins as your character descends
by means of a rope that some one conveniently left there. Simply walk a step or two to experience an event with Marco.

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Marco: Hey! Hey, Freyr! Help me! The ceiling suddenly collapsed on me, and now I can't get out! I would have
been able to break through it if I had a hammer, but my mom said I'm too young and wouldn't let me take one Simply
smash the ice now with your Hammer.

Marco drops something as he moves towards your character. It is Candy's doll.

Marco: Thanks. I was getting kinda scared thinking maybe I'd never get out Oh, yeah, You can't tell my mom
about this, okay? It's a secret, okay?

He rushes off, oblivious of the Doll. Pick up the 'Little Doll' now. Its description:

Little Doll: 0G, Candy's treasure. She received it from her sister in the past and she still takes good care of it.

Another Confrontation with Gelwein

If you walk forward, you will find yourself in the circular Rune Storage chamber with the pentacle.

Freyr: It's gotten bigger than before

Gelwein walks forward out of the darkness to greet your character.

Gelwein: I guess I should say, 'Welcome.' I don't particularly like you, but I must admit, it's a bit lonely welcoming
the beginning of a new era without an audience.
Freyr: Stop what you're doing! The island will fall and cause a terrible disaster!
Gelwein: and your point is?
Freyr: What did you say?
Gelwein: A town or two disappearing is none of my concern. In fact, it's like the cornerstone of my plan. You should
be thanking me. Behold! This giant and ominous cluster of Runes!
Freyr: ! That's !!! Mist!
Gelwein: I have never before seen some one so in touch with the Spirits. Even the powers of the vampire tribe pale in
comparison to this one. Her inner voice is practically screaming for the help of the Spirits. They respond in droves,
making this Rune swell with Spirits. Its power is enormous. It's enough to completely control the beign that could end
the world
Freyr: What have you done to Mist?!
Gelwein: Nothing, really. Just causing a little pain so she'll subconsciously call out for help. A little unbearable
pain
Freyr: Why you I can't let you continue!

You move forward but are thrown backward as Mist's scream is heard.

Freyr: Ugh!
Gelwein: Too bad. You're a bit too late. My plan is progressing flawlessly. With this girl, this giant Rune and magical
creatures, I can destroy the world! The world that rejected me!
Freyr: Wa-wait

Mist is in the centre of the pentacle, swept upward and she and Gelwein vanish.

Freyr: Mist I'm sory I couldn't do anything

The Grimoire of Time

Go to the centre of the pentacle and collect the book there entitled the 'Grimoire of Time'.

Freyr: Is this a book? The letters they're floating!

The book opens, allowing you to read: Pray to heaven with a song as the winds caress me. Send a prayer up
to the light so that it might help me see. Searching through my memories, memories, my memories for you.
Freyr: I wonder what this means What's this on the back? I can't read it. Maybe Kanno can.

The book's description:

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Grimoire of Time: 0G, A book found in the Rune Storage. It is comprised of poems written in an unintelligible script.

Kanno and the Grimoire

Take the Grimoire of Time to Kanno, handing it to him.

Freyr: Kanno, I
Kanno: You weren't able to stop Gelwein. I can tell. It's written on your face.
Freyr: Yeah He disappeared right in front of me.
Again: Yeah He disappeared right in front of me.
Kanno: Hm This book is quite old
Freyr: Can you read it?
Kanno: It's written in an ancient incantation language. This will take some time to decipher. Freyr, will you lend me
this book for awhile?

Sure.
I don't know

Freyr: Of course. Take as much time as you need.

Dream Vision, Voices from Afar

When you go to bed the same night, you will hear Voices again.

1st Voice: I really wish I didn't have to do this But if I don't quarantine you in a different world, in time you'll absorb
all the Runes making this World uninhabitable for any creature. Although this was your idea, making you take
responsibility for everything is just We are terribly sorry We as scientists No. We have failed you as your
parents. Please, wait for us. Even if it takes a lifetime. we'll come to get you. Until then
2nd Voice: *sniffle* (Sound of thunder) I don't wanna be alone But if I don't bear this pain, every one else will
die. I want that even less than being alone, so I need to stay strong Every one else will be happy as long as I alone
stay strong. As long as I alone

A Mother's Lecture

After rescuing Marco from the Snow Ruins, visit the Damascus Forge to experience an Event between
Ganesha and her son.

Ganesha: I told you not to play in the ruins, didn't I? Why won't you listen to your mother?!
Marco: It's 'cause Candy
Ganesha: I don't want to hear it! How could you blame a girl like that?
Marco: I'm not trying to blame Candy
Ganesha: Listen, Marco. You're still a child. Thank goodness Freyr was around this time to help you. but please
think about how your mother would feel if anything were to happen to you.
Marco: I'm I'm sorry, Mom
Ganesha: Don't do it again, okay? And don't forget to thank Freyr for his help.
Marco: Okay.

The event ends, and I see Marco standing with Ganesha behind the counter.

Marco: Bro! Thanks for what you did earlier! I don't know what would have happened to me if you didn't come! I'll
get stronger so I can get through this ruins without any problems.

Rope Shortcut at Whale Island

You can unlock this shortcut at any point in time simply by reaching the upper levels of the Tower at the top
of Whale Island. At the point where you can find the entrance doors that lead to the Tower of Life Garden, look for a
curled golden rope on a broken stairway to the left of the double doors. Click on the rope and you will see a prompt:

Maybe I should climb down the rope


Maybe later.

33
Climb down the rope to find yourself near the very entrance to the Cave on Whale Island on a platform with
two tillable fields. Now you will have almost instant access to the Tower of Glory at Whale Island. In the Tower itself,
you will find two Rune Stone Altars, one on either side of the chamber, guarded by a single Monster generator at the
centre of the northern wall.
Unlike some of the other Rune Stone Altars on Whale Island, these are Rune Stone specific, and each of the
two requires a Grass Rune Stone. When a Grass Rune Stone is placed on either Altar, the door will open, revealing a
small chamber containing two Treasure Chests. Gold most often is discovered inside these Chests, although E. Drink X
and Elemental Crystals, as well as the elusive Little Crystal can be found here as well.
If you are very careful, you can creep along the southern wall from one Rune Stone Altar to the other without
triggering the Monster Generator.

Forging the Ultimate Blade

In the 1st year of your life in Trampoli in Rune Factory Frontier, obtaining the best weapons by creating them
at your own Forge offers its own challenges. Some aspects of this are the practice needed to raise your Skills to the
required Levels and the necessity of having the ultimate expansions of the Forge so that you can forge weapons that
require the maximum of six ingredients.
If you have sufficient funds to purchase rare, slow-growing Seeds from Rosetta as well as Greenifier and
Formula C from Lara at the Clinic, you can speed the process of obtaining some of the ingredients required for the best
weapons, such as Emery Flower or Fireflower. Another ingredient used in many of the best weapons and tools is Little
Crystal. This is not a Crop or Flower but rather is found in Rocks and Treasure Chests in Dungeons.
With respect to Little Crystal, you will be presented with another problem, which is the fact that the odds are
against you. If you are one of those favored by heaven, you may find it early in the game by smashing a Rock
somewhere or by opening a Treasure Chest in one of the small chambers guarded by a Rune Stone Altar as described in
previous sections of this Guide. If you are simply one of those players, like myself, who is not very lucky, you will be
forced to endure many fruitless quests until you finally have one. The best Hammer, The Hammer, can improve the
odds of finding a Little Crystal inside a Rock but it requires both a Little Crystal and a Fireflower to forge. Even if you
find a Little Crystal, you need to be able to harvest a Fireflower before you will be able to make one...
As you labor at the Forge to increase your experience and improve your Weapons, you may find other
sources of frustration early in the game... In Rune Factory Frontier, the level of any item created at Kitchen, Forge,
Crafts Bench or Pharmacy can, at best, be only one level higher than the level of the ingredient with the LOWEST
level. It can be forged one level higher if it is forged 'with expertise' by hitting the green in the gauge.
The level of a War Trophy depends on the specific Enemy who drops it and the location of that Monster. You
will find this information in the Bestiary section of this Guide. The same type of Monster may drop different levels of
the same item at different locations. Furthermore, if this Monster drops more than one item, each item may be assigned
a different level. Glue is an item in all Rune Factory games. In Rune Factory Frontier, you can obtain it as a War
Trophy from an Orc Archer or you may find it by smashing a Crate or Urn or by opening a Treasure Chest in a
Dungeon. The problem here is not one of finding Glue itself but of obtaining high level Glue. The Orc Archer is one of
the first hostile Monsters you will encounter and has a very low level. The Glue it drops tends to be Level 1 Glue.
Early in the game, even if you have a decent level of experience, such as Level 50, you still will knock out Level 1
Glue from the Orc Archers you defeat (along with the two other items they drop in RFF). Most of the Glue found in
Treasure Chests, Crates and Urns, likewise will be Level 1 Glue.
Poised to create a Level 8 or Level 9 Defender to use in conjunction with a Durandel and some other fairly
high level ingredients to create the Dragonslayer Sword, I was bedeviled by the fact that I could not obtain any Glue
above Level 1. All the other ingredients for the Defender were at least Level 8, including the Gladius I had forged...
One therefore had a choice: create a Defender that is at Level 2 at best, essentially wasting the high level of the other
ingredients or wait until one can obtain higher level Glue. Level 10 Glue can be obtained from one of the Orc Hunters
in the Tower of Birth randomly.
Remember that the actual Attack power of a Weapon will not change according to its Level but the amount of
RP needed to wield it will decrease at higher levels.
The Dragonslayer has a Skill Level of 75 and is the best one-handed Sword one can forge without a Little
Crystal. It is an ingredient in the Rune Blade, one of the very best one-handed Swords and one that possesses Rune
Power. In the circumstances, as the other ingredients are not difficult to obtain, it is best to 'waste' the high level of the
ingredients and use the Level 1 Glue to create a Level 2 Defender. After all, even a Level 2 Dragonslayer is better than
most of the other one-handed blades one can forge without a Little Crystal, and any high level project at the Forge
raises Skill Levels faster than low level projects would. The Skill Level Requirement for a Smash Blade, the upgrade
of the Luck Blade (one of my personal favorites) is Level 80 and that of the Rune Blade is Level 95. The Dragonslayer
therefore is nothing more than a stepping stone on the path to perfection. The effect of creating a higher level Weapon
is not that of boosting ATK but rather of reducing RP Use. Here are the stats for a Level 1 Gladius and a Level 7
Gladius.

Gladius, Lv 1: 270G, Skill Level 18, ATK 23, REQ SKL 18, SP ATK 1, RP Use 6, FX Seal Defense

34
Gladius, Lv 7: 594G, ATK 23, SP ATK 1, RP Use 4, FX Seal Defense

Note that ATK does not change but that RP Use decreases with Level increase. The Gladius is an ingredient
in the Defender. To create the Dragonslayer, you must forge both a Defender and a Durandel Sword.

Defender: 660G, Skill Level 45, ATK 47, REQ SKL 45, SP ATK 2, RP Use 6, FX Defense +20
Durandel: 730G, Skill Level 48, ATK 55, REQ SKL 48, SP ATK 2, RP Use 6
Dragonslayer: 1870G, Skill Level 75, ATK 99, REQ SKL 75

Ultimately, when you have one or two Little Crystals, you should upgrade your trusty Luck Blade to a Smash
Blade and your Dragonslayer to a Rune Blade:

Smash Blade: 2400G, Skill Level 80, ATK 109, REQ SKL 80, SP Atk 4, RP Use 54, FX Poison Defense, Seal Defense
Rune Blade: 3210G, Skill Level 95, ATK 121, REQ SKL 95, SP ATK 4, RP Use 81, FX Rune Power

If you are fortunate, however, and have high levels of combat experience, you may be able to obtain Lv. 10
Glue as a War Trophy from one of the Orc Archer's more powerful cousin, an Orc Hunter, at the higher levels of Whale
Island. Even if you manage THIS, however, you are left with the problem of obtaining a high level Little Crystal. The
Little Crystals found in the Towers in the Floating Chamber area are location-specific:

Tower of Birth: Little Crystal, Lv. 1


Tower of Life: Little Crystal, Lv. 2
Tower of Rebirth: Little Crystal, Lv. 4
Tower of Glory, Little Crystal, Lv. 8

To obtain a Little Crystal at Level 10, you probably need to forge The Hammer, upgrade it with Scrap Iron to
Level 10, then increase your levels of Experience with THAT as you smash rocks in various dungeons, hoping that one
will contain a Little Crystal. With a Level 8 Little Crystal from the Tower of Glory, you can forge a Level 9 Weapon or
Accessory if you do so 'with expertise'.
Rune Factory Frontier is logical and fair to some extent. You start with low level ingredients to create low
level weapons and accessories. As your experience and skills increase in every activity, you can collect ingredients
at higher levels to create high level Weapons and Accessories.

Overkill and Suicide in Battle

In Rune Factory 2, a player had the ability to obtain high level Weapons and items through trade with another
player. This option does not exist in Rune Factory Frontier, but the effects of using high level weapons can be the same
in both games.
A higher level Weapon usually requires more RP than any low level Weapon. When your character has a low
level of Experience, he may discover that a high level Weapon is too powerful for him to wield easily. In Rune Factory
Frontier, your character may have sufficient Skills at Forging to create high level Weapons before he has sufficient
Experience Level to use them.
The Shine Blade, for example, is an excellent Weapon to use in the Snow Ruins, where enemies are weak to
Fire. The Shine Blade requires a Flame Sabre as an ingredient. Both are two-handed Swords.

Flame Sabre: 690G, ATK 26, REQ SKL 20, SP ATK 1, RP Use 7, FX Fire Attack +5, Fire Resistance +10
Shine Blade: 1740G, Skill Level 61, Atk 70, REQ SKL 61, SP Atk 3, RP Use 27, FX Fire Atk +10, Fatigue Atk 100%

When your character unlocks the Snow Ruins, he will find that the Monsters he confronts are more powerful
than those in the Summer Fire Dungeon of the Lava Ruins. A Shine Blade is the obvious choice of blade to use against
powerful Monsters who are weak to Fire. If your character has a low Experience Level, use of the Shine Blade,
especially if he opts for its Special Attacks, can wipe HIM out almost instantly. In the heat of combat, you may not pay
close attention to your RP and when RP is exhausted, HP then will be used to wield any Weapon or Tool.
I am ashamed to admit that my own character once committed suicide virtually in one confrontation by
continuing to wield his Shine Blade while oblivious to the dangerously low level of his HP. If only he had halted his
attack briefly to consume some food or medicine, he would have emerged victorious. Instead, his own attack would
have placed him in the Clinic had I not chosen to reload rather than allowing my shame to become part of history.
In most traditional RPGs, there is no penalty attached to use of a Weapon in combat. You can swing a sword
all you wish without worrying about the consequences to your own character. Rune Factory is different in this respect
and, like any Harvest Moon game, attaches energy use to Tools and Weapons. In any Harvest Moon game, Stamina and
Fatigue are the twin components of Energy. When Stamina reaches zero, Fatigue sets in. In Rune Factory, Health and
Rune Power are the twin components of Energy. When Rune Points are exhausted, your Health will be affected by

35
further use of any Tool or Weapon. When using a powerful Weapon at a fairly low level of Experience, you are as much
in danger of being defeated by your own character's actions as by the attacks of any Monster.

Restoring Energy in Winter

As described in an earlier section of the Walkthrough, E Drink S is far more effective than the simple Energy
Drink Lara sells at the Clinic in the early seasons of Rune Factory Frontier. E. Drink S has a Skill Level requirement of
Level 30 and uses two Energy Drinks as ingredients. You therefore can make it even with the smallest Laboratory. The
E. Drink X, far more powerful, requires a Laboratory expansion and larger Laboratory from Lute as it uses three
ingredients. It has a Skill Level requirement of Level 70. The ingredients are two E. Drink S. and one White Grass.
A Level 1 E Drink X gives an HP boost of 300 HP as opposed to the 105 HP boost of one E. Drink S. If you
lack the necessary Skill Level to make it, create higher levels of E. Drink S. until you do achieve the necessary Skill.
Even a Level 2 E Drink S. has an HP boost of 115. At Level 3, it provides 125 HP. This is by no means equal to the
value of the E Drink X but every point helps a little!
As White Grass can be found daily on your Field in Winter, you will have ample supplies of the necessary
ingredients to create the best Energy Drink once you attain the requisite Skill in the Laboratory.

Kanno Deciphers the Grimoire

After you give the Grimoire of Time to Kanno, you will be forced to wait for him to decipher it. This will
take a couple of days. When you speak to him during this period, he will tell you:

Kanno: Deciphering this book will take some time. Don't rush me!

After about three days, he will have some vital information for you.

Kanno: Ah! Freyr! I've been looking for you!


Freyr: What's the matter? Don't tell me you!
Kanno: That's right! I have finished decoding the book. This is huge! Even more so than I had imagined! Listen
closely. This book is written about another world called the 'Era of Disconnect'
Freyr: Another world?
Kanno: Yes. A world that exists together with ours but that could never cross over. That's what they call the 'Era of
disconnect'. The fact that this book was found where you were means that Miss Mist has been taken to this other
world.
Freyr: Is there a way to go to this other world?!
Kanno: Now just hang on a sec.
Freyr: What is this?
Kanno: You must first grow this Crystal Flower. This flower will be what guides you to the 'Era of disconnect.'
However! This flower can only be grown by maidens. There are 12 seeds, so you should get help from 12 maidens.
Kanno: Candy is probably a bit too young to be considered a maiden.
Freyr: 12 young ladies, right? I'll give it a shot. Thank you!
Prompt: You got Crystal Flower!

Delivering 12 Crystal Flower Seeds

Crystal Flower Seed: The essence of the soul. They are unique as the form of their blooms depends on the soul of the
grower.

The Crystal Flowers resemble pink Sapphires somewhat. Give one to each of the 'Eligible Girls' in Trampoli
as well as the two aspects of Iris on Whale Island. Most of the girls in accepting the Crystal, will declare that they
would be happy to do anything that might help Mist. Cinnamon rather rudely will say nothing more than 'Fine',
however, but she is a girl who dislikes idle chit-chat.
It is when you give the Crystal Flowers to each aspect of Iris that you will obtain the most interesting
responses.

Iris Blanche: A magical creature that endlessly absorbs Runes is sealed in the 'Era of Disconnect'. If it were to ever
cross into this world, all the Runes would disappear into it, and this world would eventually die. Even so I want to
save Mist. I'll take good care of the seed you gave me.

36
Iris Noire: My ancestors gathered in this land to bring back the Runes that were lost because of a magical creature.
What I'm about to do seems to contradict the reason I'm here for in the first place Even so I will trust in your
heart, Freyr, and mine. I'll take good care of the seed you gave me.

A Troubled Voice

When you go to bed at night after receiving the 12 Crystal Seeds from Kanno, you will experience a plea for
help from a disembodied voice:

Voice: Help. Help me. A great power is flowing into me. I don't know how much longer I can fight this power If
this power were to run rampant, nothing could stop it Help me, please

By now, you may have some suspicions of your own, based on previous dialogues by unseen voices as well
as the responses made by both Blanche and Noire when you gave them each a Seed.

12 Flowers for 12 Maidens

Kanno will warn that:

Kanno: The 'Crystal Flower Seed' must be given to 12 maidens of the village. We have no extras. Be careful with
how you handle them.

You will have no options to give the flowers to any one but the Eligible Girls, including both aspects of Iris,
even though technically they represent a single maiden. Mist, who is the 12th Eligible Girl, obviously is absent Give
the Crystal Flower seeds to each of the Eligible Girls, even if you suspect that Iris will not count as two separate
maidens, then visit them to collect one from each three days later. Each girl will have produced a different flower
resembling traditional birthstones and astrological signs.
For example, the flower associated with Tabatha is an 'emerald' flower and named 'Leo Flower', despite the
fact that it is the peridot that actually is associated with the sign of Leo in Western astrology. The flower grown by
Eunice fits the traditional associations more as a garnet flower named the 'Capricorn Flower'. The flowers and their
astrological associations appear to have nothing whatsoever to do with the birthdays of the Eligible Girls who produce
them. Capricorn is the sign for January and yet it is produced by Eunice whose birthday falls in Autumn. In any case,
in a land with four months, each of which represents a full season, there could be no traditional correspondence with
the 12 astrological houses.
If you speak to the girls before the flowers are grown fully, they may make a comment about the flower. For
example, Melody will say:

Melody: I wonder if that flower will grow faster if I give it water form the hot spring

As you collect each Crystal Flower, you can take it immediately to the pedestal on the 1st Floor of the Clock
Tower. Place it in the very centre of the pedestal rather than attempting to fill the individual settings along the circular
edge. As each is placed, you will see a prompt telling you how many more are needed. The order in which you take the
flowers to the pedestal is irrelevant. When the twelfth and final Crystal Flower is placed there, you will experience an
Event.

Effects of the Gemini Flowers

When you place the final Crystal Flower on the pedestal, your character will
remark:
Freyr: This is all of them Nothing's happening
Kanno: What?!
He walks forward.
Kanno: There are only 11 Crystals presented ot the pedestal. Freyr, are you
sure you received the Crystals from 12 maidens?
Freyr: Yes. Positive.
Kanno: Hm That would mean, of the 12 maidens, you were only able to get 11
varieties of Crystals. Does this mean two of the maidens grew the same
Crystals? How is that possible?
Freyr: What do you mean?
Kanno: A Crystal Flower is in the shape of the caretaker's soul. Meaning, no
two people can grow the same type of Crystal. The fact that you got 11

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varieties from 12 people would mean either one person grew two, or something
else I can't explain
Freyr: Oh!
Kanno: What is it, Freyr?!
Freyr: So you're saying that if the same person grows more than one, they'll
all be the same, right?
Kanno: Right.
Freyr: It's Iris! The two Irises were originally one and the same!
Kanno: Ah! Of course!
Freyr: Well, then the solution is simple. I'll just have one more person grow
one like Candy.
Kanno: That is not possible
Freyr: What? Why not?!
Kanno: There aren't any seeds left. Even if we were to look for more, I don't
know how long that would take
Freyr: That can't be Man!
He then begins to race down the steps.
Kanno: Where are you going, Freyr?!
Freyr: I can't just give up like this! There has to be something, some way to
figure this out!
Kanno: Freyr

The Crystal Flower of the 12th Maiden

If you go to Mist's house now, you will see a white flower growing in the pot
that she tended so lovingly.
Walk towards it to experience an event.
Freyr: Hey, it's the flower Mist was growing Huh? Th-this is
You got Aries Flower!
Aries Flower: Crystal Flower grown by Mist after finding a seed. It has a
diamond flower.

Melody of the Spirits

Place the flower on the pedestal to initiate an Event.


Kanno will be standing there watching. Candy then will enter and walk towards
you.
Candy: Grandpa! The Spirits are restless! Did something happen?
Kanno: Oh, Candy We tried placing Crystal Flowers on this pedestal, but
nothing is happening except this melody.
Candy: This kinda sounds like the Spirit Melody Hold on a sec! The Spirits are
trying to say something! Uh-huh Oh
Candy: Grandpa! Let me see that book Freyr found!
She begins to sing.
Kanno: Ah! So this was the poem the book was talking about!

Candy's Song

Candy will sing a lovely song and as she does, a rainbow orb will appear in the
centre of the pedestal.
'Pray to heaven with our song, as the winds caress me;
Send a prayer up to the light so that it may help me see.
Searching through my memories:
Memories, my memories for you For you.
I have come this far having lost everything,
Hope of finding you;
But I swear no matter what I've had to face,
You've never left my heart:
There are sweet memories,
They live all around us.
How can you not believe in our love?
My full heart belongs to you,
My life your love leads.
I've always stood next to you in your time of need.

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Embraced by the warmth of your gentle gaze
I've given you my love.
I look for you now in my memories:
Heart never mending, love never ending:
Pray to heaven with our song'

A Portal to Another World

Kanno: But I've never heard of any poem that was sung with the Spirit Melody
Candy: I guess the Spirits oringally had words they sang to the Spirit Melody.
They were just forgotten over time until no one remembered
Freyr: I wonder why it suddenly resurfaced now.
Candy: It's to help Mist I think The Spirits want to help save Mist!
Kanno: Well then, we must not keep the Spirits waiting. Touch the pedestal.
You should be able to travel to the other world where Mist is. Be sure to
remember there is a fearful magical creature that awaits you there. It's not
too late even after you've made preparations.

To Go or Not to Go

Kanno's warning should be heeded now. If you have created the Portal before
the end of the first year, your experience level may not be high enough to
defeat the dire Enemy who awaits you in the Era of Disconnect.
If you touch the pedestal:
Freyr: I may not be able to return for awhile once I cross over
Your choices now:
I need more time.
I'm ready. Let's do this!
As you can see, you will not be sent automatically to the other world. Like
the doors that lead to Boss Monster chambers in any of the Dungeons in Rune
Factory Frontier, you always are given the opportunity to turn back.

Your Timing and the Storyline in Rune Factory Frontier

The events with respect to Gelwein, Iris and Mist that I have placed near the
end of the 1st year can be experienced in any year and any season. The
unique flowers that are grown by each of the Eligible Girls ultimately will
bring you to the most difficult hostile confrontation in the game. You
therefore may wish to postpone this confrontation until your character reaches
higher levels of experience. In Winter of the 1st year, even if you have
trained daily in the dungeons, you may not have reached the levels that would
make victory easy in the ultimate battle.
Even so, there is no reason to postpone the opening of the Portal that leads to
the 'Era of Disconnect'. You therefore can open the Portal and simply refrain
from moving through the gates to the other world where confrontation is
inevitable.

The Era of Disconnect

If you touch the Portal and choose to move forward, your character will
declare:
Freyr: I should be fine. Let's do this!
You now will find yourself on the landing outside the Clock Tower. Climb the
ladder to the roof. Fire will surround the Clock Tower on all sides in this
other World.
A dreadful monster framed in fire will stand on the roof of the infernal Clock
Tower. It will plead with you to run away.
Monster: Don't come near me. I can't do this anymore. Please. Run away
Freyr: You're from my dream
Gelwin now will appear.
Gelwein: Welcome, Freyr. I knew you'd be able to make it here.
Freyr (turning): !!
Gelwein: Behold, this hideous monster! This here is a magical creature
created by amateurish researchers with the power of Spirits. On top of their

39
incompetence, it had an uncontrollable trait of endlessly absorbing Runes, so
it was abandoned here. For such inept fools, this was the only thing they
could do. That's where I come in. At first I used Iris, then Mist, to
continuously feed him with Runes filled with negative emotions over the years.
It was so exciting watching this creature turn into a hidous monster while so
loyally waiting for his masters! He's at his limit now though. He will soon
lose control of his mind. Once that happens, he'll absorb all the Runes
around him and become a complete embodiment of destruction! This is how I
will destroy the world, the very fools that dared reject my genius!
Freyr: I won't let that happen!
Gelwein; Why don't you speak such nonsense after you've defeated that!
Freyr: ..!!! Incoming!

Creature of the Runes

The creature rears and then attacks


If the creature represented the most powerful enemy you would face in the Era
of Disconnect, it would represent no true challenge. A good blade such as
Dragonslayer and a few Recovery items, such as E. Drink X or even E. Drink S
and some Relax Tea would be more than adequate to take you to victory.
Sad to say, this is only the beginning of the conflict

Gelwein in Mutation

When you defeat the Creature created from the Runes, Gelwein simply will laugh.
Freyr: Your maniacal plots END HERE!
Gelwein simply laughs: MUAHAHAHAH!
Gelwein: This is it This is what I've been waiting for!
Freyr: Mist! Release Mist!
Gelwein: Why don't you make me!
Freyr: No need to tell me twice!!
Now you will see a most ungodly creature created of a symbiosis between Gelwein
and the negative Rune Energy. Gelwein, however, apparently finds his
monstrous persona exquisite. The creature bears his head but has a
griffin-like body.
Gelwein: Such magnificence I never imagined it would amount to this much
Freyr: What is this? This monstrosity?
Gelwein: It's a combination of a giant Rune and the awareness-control I used
to manipulate Iris In order to place this rebellious magical creature
completely under my sway, I had to first get rid of his own will, but thanks
to you, that became much easier. If it weren't for you, I wouldn't be able to
destroy the world!
Freyr: What
Gelwein: For your great service to my dream You'll have the honour of dying
first!
Freyr: Gelwein!! You've caused enough suffering with your selfish games
You, I will never EVER forgive!
Now the battle will begin in earnest. You will be forced to face more than
Gelwein's mutation. There are four lesser insect Monsters who will surround
and attack as well.
Here you definitely will need more than a couple of E. Drink X and Relax Teas
as well as items that boost Defence if you wish to complete the storybook in
the first year. Unless your Experience Level has reached at least 65 or 70,
however, you will find it a struggle.
The focus here must be on survival. You do not need to defeat Gelwein
completely at this point. You simply must prevent yourself from being
defeated before the next Event in this sequence can occur.
Gelwein: With this rune I AM A GOD! You will never win!!!
Freyr: I hear something A song?!
You now see Candy standing atop the giant Dark Rune that encloses Mist.
Candy: Freyr!
Freyr: Candy?! What are you Why are you here?!
Candy: We asked the Spirits to bring our forms and song voice here.
Cinnamon: You can't win without first releasing the Dark Rune from under

40
Gelwein's control.
Iris Noire: If we all sing together, our thoughts should be able to reach the
Dark Rune Gelwein took by force.
Eunice: That's why we're all going to sing the Spirit Melody together!
Freyr: You guys
Selphy: Hey! I'm here to help, too! Although, to be honest, singing isn't my
forte!
Melody: I'll be helping too, so we should be able to take care of a guy like
him. No sweat!
Uzuki: Well, this is the one time I can't ask for Tsubute's aid Because he's
tone-deaf.
Bianca: I came all the way here to sing for you. You'd better make it worth
my while and take care of that low life.
Tabatha: If at all possible, please save that monster along with the Spirits.
Anette: I'll deliver a song instead of mail, today. It's a mailman's job to
deliver anything if necessary!!
Lara: I'll take care of your injuries, but please, be safe!
Rosetta (with thunder and cross hurt): Hey Mist! It's not like you to be
captured like this! Every one's um worried!
Iris: May our songs be carried. Oh, Spirits! Awaken from your sorrows!
As the girls sing, the Dark Rune that surrounds Mist is transformed to Light
and she awakens.
Mist: Oh Hello, every one Is there a festival today?
Freyr: What are you talking about?! Every one's here because of you!
Mist (with floating hearts): Oh, is that so. Then I guess that makes today
'Mist Festival.'
Freyr: Mist
Mist: Haha. I'm kidding
Freyr:
Mist: The Spirits told me about what's going on. Don't worry about me. Give
'em all you got! I'll support you.
Gelwein in mutation still raises a hand.
Gelwein: Fools! Even without the Rune, you're no match for this body of mine!
Freyr: Every one, help me out!
You now will be obliged to defeat Gelwein completely. He should be near
extinction when the Girls join with their Spirit Melody. Stay on your feet,
be watchful of your HP and RP and he should be defeated quickly.
When you defeat Gelwein, he and the Dog will split once again and Gelwein, in
his former human form, will be on the ground. The Dog will stand next to him,
freed now from his influence.
Defeated, Gelwein cries: No Impossible! My plan My plan!
Freyr: I couldn't have beaten you alone You despised every one around you and
wanted revenge. I, on the other hand, fought together with every one around
me...
Gelwein: You're telling me that's why I lost? A miscalculation on my part?
Not possibl Ugh!!
Dog: I've caused all of you such trouble. I'm sorry.
Freyr: You weren't yourself. You don't need to apologise.
Dog: Thank you.
Freyr now turns to Mist.
Freyr: Mist We should get going. Every one's waiting.
Mist: Right. Oh yeah!
She walks towards the Dog, then goes down on one knee to speak to him.
Mist: Mr. Dog, why don't you come with us? It'll be fun.
Dog: Thank you, but I'd be more trouble than fun if I were to cross over.
Mist: You're talking about the power that absorbs all Runes, right? I'll just
tell the Spirits to be careful next time in my dream, so don't worry.
Dog: Um is such a thing really possible?
Mist: I'm pretty sure it'll be okay.
Dog: Th-thank you. But I'll stay here. Because I Even I have a family
Freyr: Oh yeah. The people in this world see you as
A flurry of white flower petals now rise from the ground of the Tower in the
Era of Disconnect. Mist turns to face Freyr.
Mist: Let's get going. I'm sure every one's waiting.

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Freyr: Ah, right.
He turns to face the Dog.
Freyr: Well, we're gonna get going now. Take care
Dog: You too
The Credits now roll, after which:
The End.
Of course, it is not the end of the game by any means. After the End is
declared, you see your character returning from the Church District. He walks
slowly to the door of his farmhouse, weapon still in hand. You now regain
control. No time has elapsed since you first entered the portal to the Era of
Disconnect.
You may wish to refrain from entering the Portal to the Era of Disconnect in
the first year. If you wait until the 2nd year, you will be able to harvest
all the slow-growing, rare Flowers needed to create the very best Weapons and
Accessories as well as being able to raise your experience levels further.
A Monster Ally can accompany you into the Era of Disconnect, by the way.
Before the end of the 1st year, however, it is unlikely that you will have an
Ally of sufficient experience level to survive the encounter. Again, waiting
until you and your Monster Ally have higher Experience Levels may be the
wisest choice.

Other Boss Monsters

Each Dungeon has its own Boss Monster and the Snow Ruins and Whale Island are
not exceptions.

The Ice Snake

Although Gelwein uses the Rune Storage Chamber on the 3rd Floor of the Snow
Ruins temporarily, the true Boss Monster of this dungeon is located on the 7th
floor. In fact, there is nothing but the Ice Snake and a Water Source to be
found on the 7th floor.
The Ice Snake delivers a powerful ice breath that will push your character back
and inflict 1 point of damage each time it touches him. The trick to doing
battle is to run to one side of the creature, forcing it then to move from its
hole. It can move to two other locations. It is while it is moving that it
is vulnerable, as it moves headfirst into another hole, leaving its long body
vulnerable to damage while it is in motion. As it is a creature of Ice, it is
vulnerable to Fire.
You must take care to avoid the sweeping attack of the creature's head which
will cause tremendous damage simply by sweeping your character beneath it. It
is possible to move out of range, however, and you can force the Snake to move
to another hole by baiting it.
There is another secondary method of fighting this Boss Monster although it is
extremely tedious and takes forever and a day. Some players prefer to cower
behind the barriers while the Ice Snake uses its frozen air attack. When the
Serpent pauses, they then attack quickly with a magical Fire Wand, returning
immediately afterwards to the safety of the barrier. When standing behind a
barrier, the damage that one takes from the frozen air attack is no greater
than 1 point.
When you defeat the Ice Snake, you will obtain the Ice Tongue, an item that is
unique to this Boss. Some of the items Freyr obtained as well: Lv. 1
Aquamarine, Lv. 1 Platinum x 2, Furmuade, Lv. 1; Garlic, Lv. 10, Rice, Lv.
10, Flour, Lv. 10

Screen-by-Screen Walkthroughs

Screen-by-Screen Walkthrough of Whale Island

Cave Surface to Whale's Flank

The entrance to the Cave is located in the southeast corner of Whale Island.

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At the entrance, you will find a single Monster Generator that spawns Goblins.
If you take the path south from the entrance to the Cave, you will find three
tillable fields, each containing two plots. As Whale Island is the only
dungeon that is not season-specific, you can plant crops from any season in
these fields.
Return to the initial entrance chamber and you will see that, to the east,
there are paths that go in three separate directions. The main path is the
one leading east, but you should explore the other two as well. A monster
Generator spawning two Goblins is in the centre of this junction.
Go north first to a little platform for a tillable field with two plots and the
location of the end of the rope that leads from the Tower of Birth. (You must
unlock this shortcut from the Tower of Birth before the rope will be available
for your use.)
If you go south from the position of the Generator, you will find a fork in
the path. Another Monster Generator that spawns two Goblins is at this
junction. If you go west, you will find three rocks that can be smashed for
ores/gems. If you go east, you will see that you are at the hub of a wheel,
with two successive paths that lead southeast. If you take the first, you
will go south to two tillable fields, each containing two plots, a Monster
Generator with 2 Goblins and at the eastern wall, the end of the tunnel
created at the Whale's Flank.
The second path is a continuation of the main path that leads east into the
Cave Depths. Before you go further east, however, there is a path that leads
northwest to a platform with a Monster Generator that spawns two Goblins and a
Killer Ant. A cluster of Rocks that can be smashed for Ores/Gems is behind
them.
When you continue east along the main path, you will encounter a Monster
Generator that spawns two Killer Ants in the north. A little area in the
south holds three rocks that can be smashed for Ores/Gems. Continue east to
find a red arrow that points to the entrance to the lower floor of the Cave,
also known as the Cave Depths.

Cave Depths

Continue East to find the area that is the source of the Hot Springs. In your
first visit to the Cave Depths, you will encounter Melody. She will give you
a Hammer and ask you to use it to uncover an underground river that provides
water for Hot Springs. She then will allow you to keep the Hammer and will
open the Laga Bathhouse in Trampoli. The underground river represents the
eastern end of the Cave Depths.
From here, take the path that leads southwest past two poison pools. A Monster
Generator in the north spawns a Slime and an Orc.
When you continue West, you will come to a fork in the road, with paths leading
both north and southwest.
Go north first to find a Monster Generator that spawns a single Orc and two
Slimes. North of the Generator is a tillable field containing two plots. It
is a dead end so you must go south afterwards.
Go southwest now to find another junction where the path leads both north and
southeast.
Go north first to find a Monster Generator that spawns two Orc Archers. To the
left of the generator are three Rocks that can be smashed for Ores/Gems. It
is another dead end, however, so take the path to the southeast now.
The path leads to a dim area that splits in two. At the north of this dim area
is a Generator that spawns two Orc Archers. It is easy to miss one of the
paths in the darkness.
If you go directly south, you will find three rocks that can be smashed for
Ores/Gems. When you go to the position of the Monster Generator and then take
the path that leads southeast for the first time, you will experience an Event
involving a little Lost Monster.
This Monster is crucial to Bianca's future. It will follow you back to
Trampoli and, if you have a Monster Barn, will stay in the little antechamber.
You will not be able to interact with it in any way. Be patient and events
will unfold
Meanwhile, if you continue along the path that leads southeast, it will split

43
in two. You will see a river separating the path from two tillable fields.
Take the path that leads southeast past a Mosnter Generator that spawns Orc
Archers and it will curve back to the tillable fields. There are two tillable
fields here, each consisting of two plots, surrounded by water. It is a dead
end, so you must retrace your steps, then take the path that leads northeast
beneath a waterfall.
In the north, you will see a locked door with a pedestal in front of it. This
door can be unlocked by placing any sort of Rune Stone in the pedestal. The
chamber beyond contains three Treasure Chests.
Go directly south from the door down the path and you will emerge in the open
air at a new area named the Whale's Fin.

Whale's Fin Walkthrough

The Whale's Fin is a fairly small area that consists of ruins. Take a
staircase that leads southwest past a tillable field with two plots.
You will find Monster Generators both to the left and to the right. The one on
the left spawns a single Wooly and the one on the right spawns two. The Wooly
is a Monster who will yield Wool when it reaches 1 Friendship.
Continue southeast down the long staircase, past a circular alcove that
contains a Monster Generator that spawns a single Wooly.
Below the circular alcove, the staircase continues to descend. Here you will
encounter a Buffamoo, one of three spawned by a Generator in the southwest.
On a grassy knoll to the west is another Generator that spawns three Woolies.
In the northwest corner of the knoll is a Treasure Chest.
The Buffamoo when tamed will yield Milk as a Ranch product.
Below the Buffamoos, the long staircase goes east now, past some ruins where
two Treasure Chests are half-concealed. There will be a junction where the
staircase continues to descend to the south but where a ramp continues moving
upward now towards the northeast.
Go down the staircase to find another Treasure Chest in the far west near the
edge of the land. Below that is a little pool. To the right of the pool is a
beautiful Tower named the Tower of Rest, home to Iris.
In front of the Tower, you will see a tillable field that consists of a single
plot. See the plot Walkthrough for details.
From the eastern side of the Tower, you will see a Treasure Chest at the very
edge of the land. This will be the position of the 2nd Beanstalk that is
created from the little Island in Lake Poli.
Return to the path and take the ramp that leads northeast. At the top of the
hill is a Monster Generator that spawns a single Silver Wolf. Continue north
up the mountain to find another Monster Generator that spawns three Silver
Wolves. North of this Generator is a tillable field containing two plots.
The path ends at the far north at a locked gate. The gate will be unlocked
when you encounter Gelwein and leads to the Whale's Flank.

Whale's Flank to Tail Tree

Coming out onto the Whale's Flank, you will find yourself on a straight paved
road that goes from west to east. The paved road itself leads to a chasm that
cannot be crossed. In the middle of the western half of the upper paved road
is a single Generator that generates Hobgoblins.
There are two grassy paths that slope downward leading south. The first is
guarded by Scorpions who have a single Generator in the midst of a poison
swamp. You have to go into the poison swamp, then northwest up the slope,
then west to reach a tillable field that contains two plots. A little grassy
path in the southeast corner leads southeast down to another paved road that
crosses from west to east. If you go west on the paved road, you will reach
the Gates that stand between the Whale's Flank and the Whale's Fin.
If you go east, you will come to a chasm that bisects the paved road and cannot
be crossed here.
Two grassy paths lead northwest and northeast respectively from a single point.
If you go northwest, you will find yourself back at the tillable field. If
you go northeast, you will come to a poison swamp and platform with Scorpions
and a single Monster Generator. Two grassy paths lead northwest from the

44
little platform. The first leads back to the tillable field. The second
leads to the upper paved road..
Go east along the upper paved road and you will see a grassy path that leads
southeast. It leads to another poison swamp platform. Here you will find a
Sky Fish and a Scorpion with a single Monster Generator.
There is a grassy path south of the platform that leads southwest to the lower
paved road. This time, however, you will find yourself on the eastern side of
the chasm. Next to the chasm is a single Monster Generator that spawns two
Sky Fish.
If you continue east along the paved road, you will find it is a dead end, a
square stone platform guarded by a Mini-Golem. There are two treasure chests
on the platform at the end of the road.
Before the eastern platform guarded by the mini-Golem is a grassy path that
leads northwest to another poison swamp with a single Generator that spawns a
Hobgoblin and two Scorpions.
At the top of this poison swamp is a grassy path that leads northwest to the
eastern end of the upper paved road.
If you go west along the paved road towards the chasm that bisects it from its
western half, you will see a little grassy path that leads northwest to a
little area containing a tillable field with two plots and a water source.
Here you will find three rocks that can be smashed for ores/gems.
Return to the upper paved road and go all the way east now. Here you will find
a square stone platform similar to the one on the eastern end of the lower
road. This one, however, is NOT a dead end. You will encounter four Sky Fish
spawned by a single Monster Generator. In the northeast, you will find a
stairway that leads upward. Ascend the stairway to reach the Tail Tree.
If you were to trace the path from the Whale's Fin to the Tail Tree, you would
create a sort of zig zag pattern. It is not a straightforward path at all,
and there are three poison swamps that must be crossed.
Neutraliser in Rune Factory Frontier does not have a permanent cleansing effect
as it does in other Rune Factory games. It lasts only for the duration of
your stay in the Dungeon. As your levels increase, you will be affected less
by poison, and you can equip Weapons and Equipment that offer protection
against Poison. Even so, you need to take Antidote with you whenever you
journey through the Whale's Flank.

Tail Tree to Drain

As soon as you enter the Tail Tree area, you will hear a resounding thud as a
giant nut/fruit falls from the top of the Rune Tree. You will be in a large
grassy meadow with a tillable field containing two plots and a small water
source to the northwest. To the northeast is a grassy ramp that leads
upwards, twisting round the trunk of the Rune Tree. It is guarded by two
Manticts (Mantis insects).
You must be careful when you first mount the path that leads upwards not to be
crushed by an oncoming fruit/nut. Shortly after ascending, the path that
leads upwards counterclockwise or widdershins will split into two. The
shorter path hugs the trunk of the tree. The longer path runs along the outer
edge of the shorter path.
In fact, the paths are not entirely separate. They meet again on the western
side of the tree, where you will see another path leading downward clockwise
to a platform where you will find a Treasure Chest and three rocks that can be
smashed for Ores/Gems. At the point where the lower path branches off
initially is a little area where you can stand out of the way of the rolling
giant nuts/fruits. Unfortunately, it is frequented by both Beetles and
Manticts. A Monster Generator here will bar further access to this lower
path until destroyed. Further down, another Monster Generator must be
destroyed likewise before you will be able to continue to the platform. The
platform is guarded by two Fairies spawned by a single Monster Generator.
If you return to the path that leads to the top of the Rune Tree, you will find
the shorter and longer path join at a place where there is a Monster Generator
that spawns two Beetles.
Continue upwards and you will find yourself near the top of the Rune Tree. A
wide stone bridge leads west to the Drain area. A Monster Generator that

45
spawns two Beetles guards the eastern end of this Bridge.
You can continue along the twisting path a little further east past the bridge
to find a Treasure Chest, but beware of a falling Chestnut. When the Chestnut
first falls from the Tree, it will land directly in front of the Treasure
Chest to crush any unwitting traveler.
If your levels are fairly high, with excellent equipment, you will be able to
tolerate being crushed by one of the giant Chestnuts, but if you explore this
area early in the game, you had best keep out of the way entirely as one blow
from a Chestnut can place you in the Clinic.

Whale Island Drain

Cross the bridge to the west. There is one tillable field containing two plots
on the east end of the bridge near a Monster Generator that spawns two
Fairies. At the western end of the Bridge is another Monster Generator that
spawns 1 Tortas and 1 Fairy.
To the north is a broken bridge span where you will find three crates that can
be smashed before you continue to the western end of the Bridge.
Here you will find a set of stairs that lead north down into the Moat. Another
stairway will take you into the water.
Now you must wade through the moat, going east again while avoiding the water
cannons that fire from the walls. They are easily avoided if you exercise
patience. There are two water cannons west of the broken bridge. East of the
broken bridge, however, you will find water cannons that blast from the wall
of the bridge as well as those firing from the northern wall. Four Sealys are
generated by a Monster Generator tucked into the southern corner of the broken
bridge.
Continue east past another broken bridge avoiding more water cannons blasting
in two directions and more Sealys as well as a single Tortas. Access to the
stairway that will take you out of the moat is in the far northeastern corner.
Ascend two stairways and you will find yourself in an area of peace where no
monsters threaten.
Go all the way south first to find a Treasure Chest. When you go north again,
you will find a tillable field containing two plots. Go west past the
stairway that you previously ascended. You now will have access to the
northern end of the broken bridges. The first one has three crates that can
be smashed.
Retrace your steps back to the main path that leads west. You will encounter a
Sealy and a Tortas spawned by a single Generator.
At the next broken bridge is another Generator that spawns two Sealys and a
Tortas.
The next bridge that goes from north to south is not broken and is your means
of exit. Take the bridge south past one Monster Generator that spawns Sealys
and Tortas and another at the southern end that spawns a multitude of the same
Monsters.
The bridges here form a square and you need to go west, then north again to
complete the Square. At the northern end, you will find a single Treasure
Chest that often contains cold medicine.
Now take the wide grassy path west past a single Generator that spawns a single
Unico. South of the Unico is a tillable field comprised of four plots in a
circular alcove..
Go west along the curved path. Two more Unicos will guard the door to the
Tower. Their generator is further west. South of their generator, in another
circular alcove is another tillable field of four plots.

Tower of Birth

Run between the two Unico who guard the double doors to find yourself inside
the Tower of Birth. Here you will find two pairs of Necros, each pair spawned
by its own generator. A door on either side of the chamber can be opened with
a Rune Stone.
If you press A in front of the pedestal, you will see a prompt to the effect
that any type of Rune Stone can be used to open the Door.
You can find Level 1 Little Crystals randomly inside these Treasure Chests.

46
Climb the stairway at the northern end of the chamber to find two abandoned
gondolas and two Necros spawned by a single Generator.
As you go north towards another stairway, you will encounter two more Necros
and a Faust in a red cloak spawned by a single Generator.
When you ascend the stairs, you will see a stack of crates in the southwest
corner. Continue to ascend by taking the next stairway.

Floating Chamber

Now you will find yourself outside again in the Floating Chamber. You have
many choices of path now, to go north or south.
If you go north, you will pass two tillable fields, each with two plots and
come to another trapdoor that is guarded by two Fausts and a single Generator.

Tower of Life

If you descend through the Trapdoor, you will find yourself in the Tower of
Life.
On the top floor of the Tower of Life is a Troll and two Orc Hunters with bows.
(The Orc Hunters drop Level 10 Glue, inter alia.)
On the next floor, you will find another Troll with two High Orcs.
Descend to the lowest level where you will find two Trolls and two secret
chambers, each with a Rune Stone Pedestal that requires a Grass Rune Stone to
open.
You can find Level 2 Little Crystals randomly inside the Treasure Chests in
these twin chambers.
To the left in the southwest corner of the chamber, there is a rope on an
abandoned stairway. Use it to create a shortcut that will lead directly to
the Whale Isand Cave near the entrance.
If you choose to go south past the rope, you will find a pair of double doors
that leads to the Tower of Life Garden.
The Tower of Life Garden can be a dangerous place if you are caught between
pairs of Trolls and pieces of rubble in the south. To the east are
axe-wielding Minotaur Kings. In the southeast are Little Wizards.
If in the Floating Chamber, after leaving the Tower of Birth, you choose to
move south instead of north to the Tower of Life, you will encounter another
trapdoor guarded by a Orc Hunter and a red coated Faust. Another Generator in
the same 'round' spawns the same.

Tower of Rebirth

This is the Tower of Rebirth and it contains a multitude of Wizards in


different cloaks on each floor. You will find Little Wizards, Little Mages
and Little Emperors. On the ground floor are two twin chambers, each with a
Rune Stone Pedestal. These chambers each require a Tree Rune Stone to unlock.
You can find Level 4 Little Crystals in the Treasure Chests in the twin
chambers.
If you go south from the twin chambers through the double doors, you will find
yourself in the Tower of Rebirth Garden. On the eastern side, you will find a
multitude of Hardes, the Fairy's more powerful cousin. On the western side of
this circular garden, you will find Tricky Mucks.
To the west of this round area are two tillable fields that each contain two
plots. If you go west from here, you will find another trapdoor that is
blocked by vines. Two generators here spawn Blackbirds and Buffazoos. If you
continue south here, you will find a trapdoor that leads downward to the Tower
of Plenty. Two Rocks to the left of the trapdoor can be smashed for
ores/gems.

Tower of Plenty

On the top floor of the Tower of Plenty are Blood Panthers spawned by a single
Generator as well as three crates that can be smashed.
On the floor below are two false Treasure Boxes that actually are Gobble Box
Monsters. In a little corner in the southeast is a real Treasure Chest that

47
often contains Garlic. The three crates in front of it often contain Garlic
as well or Wine.
On the ground floor are two Twin chambers that each require Rock Rune Stones.
If you go south through the double doors, you will find yourself in the Tower
of Plenty Garden where you will find Heracles and Samurai on both sides.
If, instead of going south from the trapdoor barricaded by vines, you choose to
go north instead, you will find a trapdoor blocked with slabs of stone.
Continue north past two tillable fields, each containing two plots to a final
Trapdoor guarded by Minotaur Kings spawned by a single Generator. To the
north of this trapdoor are two real Treasure Chests that often contain Squid
Sashimi and Cheese respectively and a fake chest that is a Gobble Box Monster.

Tower of Glory

If you descend through the Trapdoor, you will find yourself in the Tower of
Glory. On the top floor, which has a nice rug, there is a single Generator
that spawns a Hunter Wolf and a Hardes.
On the floor below, a single Generator spawns three Hunter Wolves and a single
Hardes. Towards the final stairway leading downward, a generator in an alcove
spawns two more Hunter Wolves. Behind it is a lever. Pull the lever.
On the lowest floor, there are the two requisite twin chambers with Rune Stone
Pedestals. Each pedestal in the Tower of Glory requires a Water Rune Stone.
Each is guarded by a Monster Generator that spawns two Hardes and three Hunter
Wolves.
It is inside the Treasure Chests in these twin Chambers that you can find Level
8 Little Crystals randomly.
If you go outside through the Double Doors, you will find yourself, not
surprisingly in the Tower of Glory Garden. Here be green Mini Dragons on both
sides as well as the Cone, the dark variety of Unicorn.
Return to the Floating Chamber from the Tower of Glory, go south from the
trapdoor and climb the stairway to the east of the trapdoor barred with
stones. You will find two large tillable fields, each consisting of four
plots. In the centre of this elevated platform is the Water Tower, with an
entrance in the south. To the right of the Water Tower are two large tillable
fields of four plots each to match those on the western side.
Note that, if you do not pull the lever first, the grated portcullis that
allows entrance to the Water Tower will remain locked. Each time you enter
Whale Island, you must pull the lever again if you wish to confront the Giant
Squid.
Enter the Water Tower to find a door beyond which the creature who abused the
Whale's generosity now awaits.
'There might be something beyond this door.'
I should turn back
Let's go!
A monstrous Squid of many hues is behind the door. It will use its tentacles
to lash you and spray strong water at you periodically.
If you wish to use a hefty weapon that is slow but powerful, the Gae Bolg is a
good choice.
The unique War Trophy you will obtain each time you defeat the Giant Squid is
the Bright Tentacle. Other items you may receive include: Rice, Lv. 10,
Chocolate, Lv. 10, Cooking Oil, Lv. 10, Flour, Lv. 10, Platinum, Lv. 1 x 2,
Aquamarine, Lv. 1 *
*Note that the actual Levels of the items received vary each time you defeat
any Boss Monster.

Screen-by-Screen Walkthrough of the Green Ruins

The Green Ruins contains the first Boss Monster you can encounter in Rune
Factory Frontier and requires no further events to unlock once you have
cleared the weeds from Mist's field. In this respect, it differs from Whale
Island where, although you can explore the Caves and even the Whale's Fin
immediately, the gates at the Whale's Fin that lead to other areas will
remained locked until you have triggered specific Events in the main plot.
The 'classical' dungeons in Rune Factory Frontier are the Green Ruins, the Lava

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Ruins and the Snow Ruins. Each has two stairway systems. The first is an
isolated staircase that leads to the next floor. The second is a 'shortcut
stairway' that leads to each of the floors in the dungeon. The 'shortcut
stairway', however, must be unlocked on each floor from the other side, which
means that first access always occurs by means of the isolated stairs.
Whenever you descend to a new floor, therefore, you need to find the sliding
door to the shortcut staircase and go through it once to 'unlock' it.
In the Green Ruins, you will find two tillable fields, each consisting of a
single plot, a water source and a crate that can be smashed.
The Green Ruins has two types of 'doors'. One is a sliding metal door and the
other is a hanging curtain vine. You must 'cut' or break through the hanging
vine in order to move through it each time you enter the dungeon.
From the entrance, go up the flight of stairs through the vine hanging to be
greeted by a Chitter who throws nuts. To your right, you will find a sliding
door that leads to a shortcut stairway that goes all the way to the 4th Floor
where the Boss Monster resides. It only can be unlocked initially from the
other side, however, soo you must find another stairway to the 2nd Floor.
Go west or left therefore from the Chitter and her Generator and you will find
a stairway in the southwest that leads up then down to a large chamber with
one large tillable field consisting of 6 plots. There are two Monster
Generators here that spawn Killer Ants. Northwest of the tillable field you
will see three square smooth rocks. Beyond them is a sliding door that leads
to a chamber with a Treasure Chest that always contains Level 10 Rice and four
Rocks that can be smashed for ores/Gems. Silver usually will be found in one
of these Rocks but you will not be able to break any of the smooth square
rocks unless you have a Silver Hammer.
You need to be able to unlock the Lava Ruins before you will find your first
piece of Silver THERE. You then can fashion a Silver Hammer and return to the
Green Ruins for a regular supply of the precious ore in this little chamber.
Go north from the two Monster Generators to find another chamber that contains
no Monsters, 1 Crate and 5 rocks that can be smashed for ores/gems. A
stairway in the north leads to a very large chamber containing more tillable
fields. A narrow corridor with a hanging vine in the southeast leads to an
elevated long circular pathway that leads round the Green Ruins on the 1st
floor. This pathway is not an unbroken circle, however, which means that you
will be obliged to enter it from different points if you wish to explore the
entire area.
If you wish to make a complete exploration of this floor, go through the
hanging vine to the circular walkway first. Outside, youw ill find a Spring
Monsters spawned by a single Generator, a crate and two Rocks that can be
smashed for Ores/Gems. Spring Monsters, like all Plant Monsters, can cause
Paralysis if you are not protected from this status ailment. Formuade will
cure all Status Ailments.
Note that Spring Monsters, when tamed, will yield a variety of Seeds as Ranch
Products, so you may wish to tame one as early as possible in order to cut
Seed costs!
From the position of the Spring Monsters, a ramp leads downward to a large
circular platform. Note the position of this empty platform as it may be
important later in the game. This is a dead end, however, so return to the
previous chamber.
Now, ascend the long stairway in the north to explore the large chamber. It
contains three tillable fields, each consisting of 2 plots, and three monster
Generators. One spawns a Chitter, another spawns a single Killer Ant and the
third spawns two Killer Ants. There are two exits in the east. One, in the
northeast, leads to a peaceful chamber that contains two tillable fields, each
consisting of two plots, two crates and four Rocks that can be smashed for
Ores/Gems.
The exit in the southeast leads to one end of the long circular pathway that
encircles the Green Ruins. If you enter the circular walkway here, you only
can go east.
As you explore the circular pathway to the east, you will pass two Rocks that
can be smashed for Ores/Gems before you reach a Monster Generator that spawns
a Chitter. Next, you will find the entrance to a peaceful chamber that
contains two tillable fields consisting of one square each as well as a crate.

49
Note the stairs against the eastern wall as they will be your first means of
access to the 2nd Floor.
Before you descend to the 2nd Floor, you should explore the remainder of the
1st floor by returnong to the circular path. If you continue south along the
circular walkway, you will come to a place where there are two choices: you
can go west to a circular platform or east through a hanging vine to a
peaceful chamber containing at least six Rocks that can be smashed for
Ores/Gems. There is a Treasure Chest in the little chamber as well.
If you explore the circular platform to the west, you will find Spring Monsters
spawned by a single Generator as well as two Treasure Chests.
The circular walkway is a dead end at this point, so return to the little
chamber with the stairway that descends to the 2nd Floor.
Go now to the 2nd Floor. When you emerge from the stairway, you will find
yourself in a peaceful chamber with a tillable field that contains two plots
and two crates. A hanging vine to the west leads to an elevated circular
pathway much like the one on the 1st floor.

2nd Floor of the Green Ruins

From the Isolated Stairway that descends from the 1st Floor, you will be in a
peaceful little antechamber with a tillable field containing two plots and two
Crates. The only path is through a hanging vine in the west that leads to a
circular platform pathway.
When you break through the vine, you will see that there is a Monster Generator
in the north that spawns a single Spring Monster. Remember that any Plant
Monster has Paralysis power. Beyond the Generator are two square small
boulders. You cannot use an ordinary Hammer to destroy these so you probably
will not be able to continue north when you first begin to explore the Green
Ruins.
Go south instead and the pathway will begin to curve west as well. You will
encounter a Monster Generator that spawns two Slimes. Next to this
Generator is the sliding door that leads to the shortcut stairway. Make
certain that you go through it to unlock it, then return to the circular
pathway to explore the rest of the 2nd floor.
To the west of the Monster Generator that spawned the Slimes is a cluster of
Rocks that can be smashed for Ores/Gems. Beyond these Rocks, the pathway ends
with another Monster Generator spawning a single Slime.
South of this Generator, however, is a hanging vine. Pass through it to enter
a long chamber with a tillable field containing two plots. There are two
Monster Generators here. The one in the north spawns a Spring Monster. The
one in the south spawns two Mushrooms. At the south end of this long chamber
is a water source and two Crates. In the south, you will find an exit in
the west and one in the east.
The one in the east leads to a dead end, so you should explore that first. It
leads to a peaceful chamber.
In this chamber, you will find a large cluster of Rocks that can be smashed for
Ores/Gems, two tillable fields, each consisting of two plots, a water source
and a Treasure Chest. It is a dead end, however.
Return therefore to the long chamber that held the two Monster Generators and
take the exit in the west.
You will find yourself in a long green grassy chamber with vines decorating the
walls and five decorative green urns that cannot be smashed. At the northern
end of this chamber is a single Crate that can be smashed.
The exit is in the northeast and leads to a hanging vine. Break through it to
find yourself once again on the open circular platform.
You now are on the eastern end of another section of the circular pathway you
explored initially. A single Monster Generator here spawns a Mushroom. As
you proceed west, you will encounter a cluster of Rocks that can be smashed
for Ores/Gems.
The path now curves to the northwest. Next you will encounter a Spring
Monster. The Generator that spawns it is behind a hanging vine, however, so
you must break through the vine in order to destroy it.
You have a choice now to continue along the circular pathway or to enter the
chamber west of the hanging vine.

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Beyond the Monster Generator is a long narrow corridor that runs parallel to
the outer circular platform. You can go either south or north along this
corridor.
If you go north, you will reach a dead end where you will find a small pile of
sand that prevents access to a Treasure Chest. To destroy the sand, you need
an upgraded Hoe. At the start of your explorations of the Green Ruins, you
may not have an upgraded Hoe.

Path to the Isolated Stairway to the 3rd Floor

If you go south, you must go through a sliding door. Beyond it are two Monster
Generators. Each spawns a single Slime. Beware of the Slime's ability to
inflict Poison.
The corridor now curves towards the west. Go southwest through another sliding
door to find yourself in a peaceful chamber containing a very small tillable
field with a single plot as well as the isolated stairway that descends to
the 3rd floor.

Exploring the outer Circular Platform

If, instead of exploring the chamber beyond the hanging vine with the Generator
for the Spring Monster on the circular pathway, you decided to explore the
remainder of this outer circular pathway, it would curve to the northeast as
it continued.
You then will encounter a Monster Generator that spawns a Mushroom.
Continue beyond it and you will be forced to take a detour to a large round
platform where you will find a Wooly spawned by a single Generator, a cluster
of Rocks that can be smashed for Ores/Gems and two Treasure Chests. When you
take the exit in the northeast, you will find yourself on the circular pathway
again and will be on the western side of the two small square boulders that
barred your progress from the other side.
As you can see, all roads DO lead to Rome ultimately. If, initially in your
journey from the isolated stairway that descended from the 1st floor, you had
an upgraded hammer capable of destroying the two small square boulders, you
could proceed north then as the circular pathway began to curve west.
You then would take a little detour to a round platform containing a cluster of
Rocks that could be smashed for Ores/Gems, a Monster Generator that spawns a
Wooly and two Treasure Chests.
Take the exit to the northwest to return to the circular pathway and continue
west to a Monster Generator that spawns a single Mushroom.
The path now begins to curve to the south. You next will encounter a Spring
Monster. The Generator that spawns it is to the west, behind a hanging vine.
Destroy the vine in order to be able to reach the Monster Generator.
From the chamber containing the Monster Generator, follow the directions given
above to reach the isolated stairway to the 3rd Floor.

3rd Floor of the Green Ruins

When you descend the Isolated Stairway from the 2nd Floor, you will find
yourself in a little antechamber with two Crates. Go northwest to find
yourself in a small chamber guarded by a Little Mage spawned by a single
Generator. A Little Mage will chop Wood when tamed.
From here, continue north to find yourself in a peaceful chamber with a cluster
of Rocks that can be smashed for Ores/Gems, two tillable fields each
containing two plots, a water source and two Crates.
The exit from this peaceful chamber is in the east through a hanging vine and
will lead to the outside circular pathway.
Here you will have a choice to go either south or north.
If you go south, however, your path will be barred by three small square
boulders similar to the pair that barred your pathway on the second floor. At
the start of your explorations of the Green Ruins, therefore, you will be
obliged to go north.
As you go north, the pathway will curve gradually to the east. Beyond a
cluster of Rocks that can be smashed for Ores/Gems, you will find a Monster

51
Generator that spawns two Hornets.
West of the Monster Generator is a hanging vine but the circular pathway
continues north as well.
Continue north first along the circular pathway to encounter your first
egg-laying Monsters in the form of two Cluckys spawned by a single Monster
Generator. Untamed Cluckys lay eggs that actually are bombs. It is only when
tamed that they will lay edible Eggs for you! Beware their bombs and continue
north along the circular pathway as it continues to bear to the east.
You next will encounter a Little Mage spawned by a single Generator. Beyond
him, the path now will bear southeast until it reaches an end.
At the end of the path is a Monster Generator that spawns two Hornets. Hornets
when tamed yield Honey. East of the Hornets is a hanging vine, beyond which
are stairs that lead to a small chamber.
Ascend the stairs to a small platform and then descend another short stairway
to find yourself in a small chamber with two Monster Generators. One spawns a
Little Mage and a Buffamoo and the other spawns a Hornet.
A sliding door to the north leads to a small chamber, but your path will be
barred by three small square smooth boulders. Beyond these boulders are two
Treasure Chests but the room is a dead end.
Go south instead to find yourself in a peaceful chamber containing two
tillable fields that each contain two plots, 4 Crates and a water source. A
narrow corridor leads northwest to a hanging vine.
Break through the vine to find yourself back on the open circular pathway at
the northeastern end of another section of it.
A Monster Generator in the southwest spawns three hornets. Continue south past
the Monster Generator to find a sliding door that leads to the shortcut
stairway. Go through the sliding door to unlock it, then return to the
circular pathway.
The outside circular pathway now gradually bears northwest. You first will
encounter a Monster Generator that spawns two Cluckys. North of this
Generator, on the same pathway is another Monster Generator that spawns a
single Hornet.
To the west of the first Generator is a hanging vine. When you break thorugh
it, you will find yourself in a small chamber containing two Crates and the
Isolated Stairway to the 4th and lowest Floor of the Green Ruins.
If you attempt to continue north past the Monster Generator that spawned the
Hornet, your path north will be barred by the three small square boulders that
initially barred your path south.

4th Floor of the Green Ruins

The 4th Floor of the Green Ruins probably will be your first experience of a
'Boss' Monster's floor. Here there will be no Monster Generators. You will
find instead a single chamber that contains two tillable fields, each with two
plots, a water source and two Crates. In the northern wall, you will see a
door. The Boss Monster inhabits the chamber beyond it. When you attempt to
open the door, you will see a prompt giving you a choice either to continue or
to turn back.
Good fishing always is to be found in any water source on the lowest floor of a
dungeon and the Green Ruins is no exception. If you choose not to confront
the Boss on your first visit, make certain that you go east through the
peaceful chamber to the shortcut stairway in order to unlock the door there
for future visits.

Screen-by-Screen Walkthrough of the Lava Ruins

1st Floor

From the entrance, you must go north into a large rectangular chamber. There
is an exit at the northern end that is blocked with rubble. In the southeast,
there are steps leading downward to the east.
Note the white urn to the left of the rubble at the far north first. This is
your first bomb. Hit it with any weapon or charge towards it with a Monster

52
Ally to trigger a detonator. You will have a few seconds to move out of the
way. When it explodes, the rubble will be gone.
Each time you re-enter the Ruins, you will be forced to clear rubble again.
Like any Monster Generators, blockages will re-appear at each new visit.
A single Monster Generator in the northeast corner spawns three Killer Ants and
one Ant.
If you continue north after the bomb explodes, you will find yourself in a
smaller area containing a single Monster Generator that spawns two Ants and
two Killer Ants. If you walk to the northwest corner, past the Monster
Generator, you will see a stairway that ascends back towards the south. Take
it to find yourself on a narrow corridor that leads south to a small chamber
containing two Elefuns spawned by a single Monster Generator.
This is your first encounter with the Elefun, a Monster who can be used for
Transport and/or to water your Crops.
In the southwest corner of this little area is a sliding door. Go west through
the sliding door into a small peaceful area with two crates and a tillable
field containing two plots and a water source. You can grow any Summer Crops
in the Lava Ruins.
This area is bisected by a crack in the floor through which lava can be seen.
On the other side of the crack, you will see two Treasure Chests, but you will
not be able to reach them here.
Retrace your steps thorugh the chamber with the Elefuns and north along the
narrow corridor, then down the stairway.
You will find yourself once again in the area that held 2 Killer Ants and 2
Ants initially. Now go through the open exit in the northern wall.
As soon as you go through the exit, you will find a crate on the right that
often contains Curry Powder. A crack in the floor to the north must be
circumvented. The only Monster Generator is in the east and spawns two
Ghosts. Go as far west as possible, then north to another ascending staircase
that leads south again.
At the top of these stairs, you will find a bomb. Detonate it, then go west
through the gap to another peaceful chamber. Here you will find another
single tillable field with two plots and a water source as well as two white
urns against the northern wall. White urns, like crates, can be smashed for
items.
Look for a sliding door in the southwest and go through it. You will find
yourself in a long rectangular chamber containing two Elefuns spawned by a
single Generator. In the southwest is a sliding door. Go west through it to
find a small chamber with three Rocks that can be smashed for Ores and a bomb.
Incidentally, the most plentiful ore in the Lava Ruins, apart from the usual
Scrap Iron, is Copper.
Activate the bomb, then go through the gap created in the southern wall. You
now will find yourself on the northern end of the area you explored earlier
that was bisected by a crack in the floor. Find and open the two Treasure
Chests, then retrace your steps, as this is nothing more than a dead end.
(Cooking Oil often is found in one of these Chests.)
When you return down the stairs, you will be in the area that had two Ghosts
spawned by a single Generator. There is a gap that acts as an exit in the
northern wall. Behind the Generator in the southeast corner of this chamber
is a bomb.
When detonated, it will blast a hole in the wall. Go east through the gap to a
small dead end chamber containing two real Treasure Chests and a Monster Box
that resembles a Treasure Chest.
Retrace your steps to the chamber that had the Ghosts in it and go through the
gap in the northern wall. You will find yourself in a small chamber with a
single Generator that spawns two Ants and a Ghost. The chamber contains three
Rocks that can be smashed for Ores/Gems.
There are two sliding door exits, one in the northeast and one in the
southwest. Go northeast first into a long narrow peaceful chamber with two
tillable fields, each with two plots. There is a water source here and two
white urns as well but it is a dead end so return to the previous chamber and
go through the other sliding door in the southwest.
You will find yourself in a very small room crowded with four Ghosts waving
scythes, spawned by a single Generator. There is a sliding door in the north

53
with a bomb next to it. Detonating the bomb may clear the room of a couple of
Ghosts.
Go through the sliding door in the northern wall to find the isolated stairway
to the second floor.
Path to the Shortcut Stairway:
From the entrance, instead of going north to detonate the first bomb, descend
the stairs in the east to a narrow L-shaped corridor guarded by two Ants
spawned by a single Generator.
A sliding door in the south leads directly to the shortcut stairway but you
will be obliged to unlock the door on the 2nd floor from the other side before
it can be used.
From here, you can go north as well past the Monster Generator to another
sliding door that leads to a chamber with two Ghosts spawned by a single
Generator. A short stairway in the southwest leads upward to a small peaceful
area with two tillable fields and a water source. Each field contains two
plots. Another stairway in the southwest leads upward to the chamber with two
Ants and two Killer Ants that you would reach if you detonated the first bomb
and went north through the gap.
In other words, both paths ultimately lead to this destination. From here, you
can go north to the isolated stairway to the 2nd Floor.

2nd Floor

When you go down the isolated stairway to the 2nd floor, you will find that
lava bars your path to the east. You must go west across a little causeway to
a chamber tenanted by two Furpys, cousins of the Chitter, spawned by a single
Generator.
The single exit from this area is a short stairway in the south. When you
descend the stairway, you will find yourself in a huge open area. Two Ducks
spawned by a single Generator will confront you immediately. To the east is a
tillable field consisting of 4 plots. Beyond that is a short causeway over a
river, blocked by two boulders. Smash them with a special attack by a Hammer
to move further east where you will see a tillable field containing 2 plots.
South of this field is a cluster of 4 rocks that can be smashed for Ores/Gems.
Moving further south, you will find a small tillable field consisting of 2
plots and beyond that, in the far south, a large tillable field containing 4
plots. There are no Monsters in this eastern half of the large area.
In fact, the entire southern half of the large area is a peaceful area, but you
will see that a pile of fallen masonry blocks you from the southern half that
lies to the west. Detonate the bomb near the fallen masonry and move west to
find two tillable fields, each consisting of two plots as well as two white
urns.
A river divides this half of the area from the northwest section that held the
Monster Generator and Ducks.
There are many exits in this large area of the dungeon. In the eastern half,
you will find a short stairway that leads upwards in the northeast as well as
another short stairway leading upwards in the southeast corner.
Path to the Shortcut Stairway
Explore the stairway in the southeast corner first to find the shortcut
stairway. When you reach the top of the little stairway, you will have a
choice of paths. You can go east or south along a narrow path above flowing
lava. Go east and almost immediately, you will find that you have to choose
again either to go east or south. Go south here to find a sliding door that
leads directly to the shortcut stairway. Go through the sliding door to
unlock it, then retrace your steps to the narrow path.
If you go east now, you will come to a sliding door that leads to a chamber
containing two Monster Generators, each of which spawns an Ignis and a
Mini-Golem. The Ignis is the first creature who may drop a Magic Crystal for
you. To the east of this chamber is lava. The only exit is a sliding door in
the north.
Go through the sliding door to find yourself in a fairly large antechamber with
the isolated stairway to the 3rd floor in the northeast corner. To the left
of the stairway are two crates that sometimes contain Orange Juice and Curry
Powder.

54
There is a bomb in the southwest corner. If you detonate the bomb, you will be
able to move west through the gap to the southern half of a chamber bisected
by a crack in the floor. Two Mini-Golems spawned by a single Generator are in
the northern half of this chamber, but you will not be able to reach them from
here.
Go west instead through the sliding door to find yourself on a short stairway
that descends to a little island containing a single Treasure Chest. To the
west, you will see the huge open area with all the fields but you will not be
able to cross the little stream that borders the 'island' in the west.
This is a virtual dead end.
Retrace your steps to the foyer with the stairs to the 3rd floor, then go south
thorugh the sliding door and west through the sliding door on the western wall
to return to the original narrow path that had access to the shortcut
stairway.
This Walkthrough has taken you as directly as possible from the isolated
stairway from the 2nd floor to the shortcut stairway and the isolated stairway
to the 3rd floor.
To explore the remainder of the 2nd Floor, you can continue west along the
narrow pathway past the sliding door that leads to the shortcut stairway to
the end of the narrow path. From here, turn south to find yourself in a
little alcove with two Ignis spawned by a single Generator. West of the Ignis
are three Rocks that can be smashed for Ores/Gems and west of the Rocks, you
will find another Monster Generator that spawns two Furpys.
From here, you either can go north to a short stairway that descends back into
the huge area that occupies the centre of the 2nd floor or you can detonate a
bomb to clear a pile of fallen masonry, allowing you to move further west
along the southern edge of the 2nd floor.
Detonate the bomb first and move west to find yourself in a peaceful area with
two Rocks that can be smashed for Ores/Gems in the far west and two boulders
that create a barrier on a little causeway leading north.
If you smash the boulders and proceed north, you will find a sliding door that
leads to a rectangular chamber. A crack in the floor cuts this chamber in
half. You will be on the southern half, where you will find two Treasure
Chests. They often contain Flour and Garlic respectively.
The southern half of the chamber is a dead end, however and you will be forced
to retrace your steps south. Cross the little causeway and move east again
across the causeway there then descend the little stairway in the north to
find yourself in the southwest section of the huge central area of the 2nd
floor.
The only unexplored path is the little ascending stairway in the west. Go up
the stairs to find yourself in a small chamber occupied by two Mini-Golems
spawned by a single Generator.
From here you must go north along a causeway into an area with a number of
exits. If you go down the little stairway in the southeast, you will find
yourself in the initial northwest corner of the huge central area. (This is
where you encountered the 2 Ducks spawned by a single Generator.)
Instead, skirt the large hole in the floor to move west, then south across a
little causeway to enter the northern half of the chamber where you found the
two Treasure Chests. Here you will find two crates and a veritable nest of
Furpys. There are four Furpys here spawned by a single Generator.
This is a dead end. Retrace your steps to go north across the causeway and
then north again into a chamber dominated by four Ignis spawned by two Monster
Generators and a Treasure Chest that often contains Cooking Oil. This is a
dead end as well but it represents the northwestern limit of the 2nd Floor.
Retrace your steps south to the chamber with the big hole in the floor, then go
through the sliding door in the east to descend the short stairway back to the
huge central area. There is only one more area to explore on the 2nd floor.
To do so, go all the way east past the large tillable field, across the little
causeway and past the small tillable field to the short stairway in the
northeast that leads upwards. You will find yourself in a rectangular chamber
with two Mini-Golems spawned by a single Generator.
Cross the little causeway to the north to find yourself on an open platform.
Three rocks here can be smashed for Ores/Gems. (One sometimes contains
Silver.) The single Generator in the northeast corner spawns one Ignis and

55
one Duck. There is a bomb near the Rocks that can be detonated to damage some
Monsters and/or Rocks.
This is a dead end as well but you now have explored the entire 2nd Floor.

3rd Floor Walkthrough

From the Isolated Stairway from the 2nd Floor:


You will find yourself on a long large platform. Directly to the west is a
crate and a white urn, where you sometimes will find Orange Juice and Copper.
You have two choices of direction. You can go either north along the
platform or west down a long flight of stairs.
There is a causeway as well that leads south but from here it is blocked with
fallen masonry.
Go north first to the northern end of the platform. In the northeast corner is
a single Monster Generator that spawns two Scorpions, a cluster of three/four
Rocks that can be smashed for Ores/Gems and a Bomb. One of the three Rocks
here usually contains Silver Ore.
Now go down the long stairway that leads west. At the bottom of the stairs is
a single Monster Generator that spawns a Mini-Golem and an Ignis as well as
two Crates that often contain a Hot Rice Ball and Orange Juice. (Note that
you will find much Orange Juice throughout the Lava Ruins.)
Behind the Generator, to the north, fallen masonry blocks your path, so you
must go south instead.
You need to veer a little southwest to another platform. Here you will find a
sliding door to the west and a bomb in the southeast.
If you go west through the sliding door, you will find yourself in a contained
chamber with four Summers spawned by two Monster Generators and two Treasure
Chests. The Treasure Chests may contain an Orange or Fire Crystal, Lv. 6 and
E.Drink X.
Detonate the bomb to create a gap in a low wall that will allow you to go east
again.
Here you will find a Monster Generator that spawns two Mini-Golems. East of
their position is a sliding door that leads to a peaceful chamber containing
two tillable fields, each with two plots and a water source in the northeast
corner. This chamber is a dead end.
South of the Golems are two White Urns. East of the Urns is a long stairway
that leads upwards. Go east up the stairs and you will be forced to pass a
Monster Generator at the top of the stairs that spawns a Mini-Golem and two
Ignis.
Above the stairway is a long platform. To the north, separated by fallen
masonry, you will be able to see the isolated stairway from the 2nd floor.
A Monster Generator in the northeast corner of this part of the platform spawns
a Little Emperor. Next to the Generator is a bomb. If you detonate it, you
can clear the masonry from the path, allowing access to the stairway that
leads back to the 2nd floor if you wish to use it.
At the moment, however, you wish to go south instead. Near the southern end of
this platform is a Monster Generator that spawns an Ignis and a Little Emperor
and a bomb.
If you detonate the bomb, you will create a gap in the western wall that will
allow you to descend antoher long stairway.
If you continue south, you will see two staircases, one leading back up to the
2nd floor and one leading down to the 4th floor. This is the shortcut
stairway in fact. It is open here, rather than enclosed in a little chamber
as you usually have found it previously.
You now can use it to return to the 2nd or 1st floor but you cannot use it to
descend to the 4th floor yet, as the sliding door there remains locked.
Simply note its position for future reference.
Instead, detonate the bomb and descend the long stairway. At the bottom of the
stairway is a chamber containing 2 Mini-Golems and 2 Scorpions spawned by two
Generators. There is a bomb in the centre of the chamber that can be
detonated for Monster damage.
Use the sliding door to go west. You will find yourself in a chamber divided
by a partial wall. Go round the little wall to find a Little Emperor and a
Mini-Golem spawned by a single Generator. A sliding door in the west leads to

56
a large peaceful chamber where you will find two tillable fields, one
containing 4 plots and the other containing 2 plots. A water source is in the
southwest corner and a Bomb is in the northeast corner of this chamber.
Detonate the Bomb to create a new exit in the northeast then go through it.
Here you will find a Bomb in the centre of the path, a pile of fallen masonry
in the east and a stairway in the northwest.
Detonate the bomb to clear the fallen masonry from the east. Do not go east
now, however, as the path simply leads to one of the long stairways that leads
back to the platform where you will find the shortcut stairway in the south.
Instead, ascend the long stairway that leads upwards to the west. At the top
of the stairs is a single Monster Generator that spawns to Little Emperors.
Now you will find yourself on a wide platform that runs along the western wall
of the 3rd floor of the Lava Ruins. If you go south here, you will find a
single Generator that spawns two Mini-Golems and a Little Wizard. In the
southwest corner of this platform is a single Treasure Chest that often
contains an Orange. There are two Bombs nearby that can be used for Monster
Damage.
North of the Generator is a cluster of three Rocks that can be smashed for
Ores/Gems. You can detonate one of the bombs to smash the Rocks as well. One
of these Rocks often contains Silver.
When you continue north along the platform, you will encounter another Monster
Generator that spawns two Little Emperors. A little to the north of this is a
new device consisting of a catapult. Some of these swivel but this one points
only in one direction. Hit the lever with a hammer and a rock will be thrown
towards another Rock cluster in the north.
A little northeast of the catapult is a long stairway that leads downward to
the central area of the 3rd floor. At the top of this stairway is a single
Monster Genearator that spawns a single Troll.
First, however, continue north to the end of the platform where you will find a
single Monster Generator that spawns two Mini-Golems and a Little Wizard. To
the east is a sliding door that leads to a peaceful chamber where you will
find two tillable fields, a water source and a Treasure Chest. One field
contains four plots and the other contains two. The Treasure Chest often
contains Cooking Oil.
Return to the platform and descend the long stairway that leads east past the
Monster Generator spawning a single Troll.
From the foot of the stairs, the only path leads north past a Monster Generator
that spawns a single Troll. A bomb near the Generator can be detonated to
destroy the fallen masonry that bars your access to a path in the south. Go
there only if you wish to return to the initial long platform in the east with
the shortcut stairway.
Instead, if you wish to find the isolated stairway to the south, continue to
the northern end of this platform. Before you reach it, however, you will
encounter another stationary Catapult. Hit the lever and it will create a gap
in the wall to the east, allowing you access to a dead-end chamber that
contains a single Generator spawning two Trolls and two Treasure Chests.
Having explored the entire third floor, you now can descend to the 4th.

4th Floor

Note that this Walkthrough describes the position of the Locked Door that is an
integral part of Uzuki's 'Story'.

From the Isolated Stairway from the 3rd Floor

Path to the 5th Floor

When you descend from the 3rd Floor, you will see a long wide staircase that
descends to the west. It leads to a peaceful chamber containing a single
large tillable field containing four plots, a water source, one real Treasure
Chest and one Monster Box. An exit in the southwest is blocked by a huge
round stone boulder. This is a new device first found on the 4th floor of the
Lava Ruins. There is no way to move it from this side, however, so retrace

57
your steps to the isolated stairway.
Now go east to find a stationary catapult. Hit the lever with a Hammer and it
will destroy fallen masonry to the south that barred the entrance to a narrow
staircase leading downward. Do not explore the stairway yet.
Instead, move east of the catapult to find three smooth small square boulders
that act as a barrier to the east. You need a Silver Hammer or better to
destroy boulders of this sort. Do so and move east to find a Treasure Chest
that usually contains Copper.
From here, you will enter an area with two narrow twin staircases to the south
and a large round boulder in the north held in place by sand. A Monster
Generator in the northeast corner spawns two Trolls. Against the eastern
wall are two white urns. This is the northeast limit of the 4th floor.
Use your hoe on the pile of sand to release the large round boulder. Follow it
as it rolls down the narrow stairway and then down a narrow path to destroy a
pile of fallen masonry. You will find a Monster Generator that spawns three
Buffaloo as well as the isolated stairs that lead to the 5th floor.

Path to the Shortcut Stairway

Note that, if you used the catapult initially, you now have three separate
narrow staircases side by side that lead south. The one farthest east leads
to the isolated stairway to the 5th floor.
The other narrow stairway west of the one leading to the isolated stairway will
take you down a narrow path to a Monster Generator that spawns two Summers.
If you continue south, you will find a pile of fallen masonry blocking your
access to a large chamber that contains tillable fields and a Monster
Generator spawning two Trolls.
Ignore this path for now, therefore, as you must destroy the fallen masonry
from the other side.
Return to the first stairway that was unblocked by the action of the catapult.
This stairway is the one furthest to the west and closest to the isolated
stairway leading from the 3rd floor. At the foot of the stairs, you will
encounter two Trolls immediately. The monster generator that spawns them is
to the west.
This effectively constitutes a crossroads, with exits in all directions. You
can go west into a large chamber containing tillable fields or east to a large
almost empty chamber that contains a single Monster Geneartor that spawns two
little Fluffys.
You can go south up another flight of stairs as well.
Go east first, into the chamber with a single Monster Generator that spawns two
Fluffys. You will see an exit in the southwest. If you take it, you will
find yourself in a large area with two tillable fields, a water source and two
crates. Each of the fields contains two plots. In the northeast corner,
fallen masonry effectively imprisons two Trolls who are spawned by a single
Generator. To the north of the trolls is the middle narrow pathway patrolled
by the two Summers.
At the moment, this large chamber is a dead end, although there is a wide
stairway to the west, as your access is blocked by fallen masonry.
Return then to the crossroads and take the stairway that ascends to the south.
You will find that this is a dead end to you at the moment as well, as fallen
masonry at the top blocks your passage.
Your only real path, therefore is to the west past the Monster Generator that
spawns the two Trolls that guard the crossroads.
You will find yourself in a very large peaceful chamber with four tillable
fields, each of which consists of two plots. There is a single crate in the
northwest with a water source next to it.
The exit from this chamber is in the southwest down a narrow causeway that
leads south to a platform guarded by two Summers spawned by a Monster
Generator.
The position of this Monster Generator marks a crossroads as well. There is a
wide stairway that ascends to the east. To the west, another parallel
causeway leads north and south and directly south, the causeway on which you
travel continues.
If you continue south along the causeway, you will find your passage barred by

58
fallen masonry.
Ascend the wide stairway east first, therefore, to a large platform with a
single Monster Generator that spawns two Trolls and two Minotaurs. A cluster
of two rocks can be smashed for Ores/Gems. In the southeast, you will find a
swiveling catapult.
This can be turned in any direction. Turn it to destroy the fallen masonry at
the foot of the wide stairway in the east. There is a pile of fallen masonry
in the south as well but the catapult will not serve for this. You will be
forced to detonate a bomb from the other side instead.
Return to the crossroads now, going back down the wide staircase in the west
and continue west to the causeway that runs parallel to it. This is the
western limit of the 4th floor.
To the north is a Monster Generator that spawns a Buffaloo. If you continue
north, you will find a large round boulder held in place by sand at the end of
the path. Use your hoe on the sand and run south quickly to avoid being
crushed.
This is the round boulder that blocked the exit from the first chamber you
explored on the 4th floor. If you wished now, you could continue north back
to that chamber.
If you continue south along the causeway, you will find three Rocks that can be
smashed for Ores/Gems barring your path. Smash them and continue south to a
Monster Generator that spawns two Trolls. To the left of the Generator is a
catapult.
Hit the lever to destroy the fallen masonry on the causeway to your right. You
now can return to the eastern causeway and go all the way south to gain access
to two white Urns and a Treasure Chest. It is a dead end, however.
Go south from the catapult, then east to find a locked door in the south. If
you attempt to access this door, you will see:
Freyr: It won't open Huh? There's a hole in the door. Is it a keyhole? But
it has such a strange shape I can't go in now anyway. I'll try again later.
Continue east and you will see a narrow stairway leading north. If you ascend
it, you will find a bomb at the top and beyond that, fallen masonry. Beyond
that is the large platform where you encountered two Trolls and two Minotaurs.
If you wish to return to that platform, detonate the Bomb to clear the path.
Otherwise, continue east instead. You will encounter two Buffaloo that are
spawned by a single Generator. The Generator is on a little island and
therefore can be destroyed only by a long distance weapon such as a spear or a
magical rod. Continue east and you will find a Catapult at the end of the
path. If you hit the lever, it will destroy the rubble that imprisoned the
two Trolls in the chamber to the north.
From the position of the catapult, a narrow path leads south. Go through a
sliding door to unlock it, gaining access to the shortcut stairway.
You will not be able to use this stairway yet to go to the 5th floor as that
door has not been unlocked. Instead, return to the isolated stairway that
leads to the 5th floor.

From the Shortcut Stairway to the Locked Door and beyond

From the shortcut stairway, you first will encounter a catapult platform. Hit
the lever with a hammer to send the missile flying north to destroy a pile of
fallen masonry. It will not affect the path you are on at the moment,
however.
Go west from the catapult to encounter two Buffaloo spawned by a single
Generator that can be reached only with a long range weapon such as a spear.
West of this is another Monster Generator that spawns two Summers. You have a
choice of destination here.
You can climb a stairway to the north or continue west.
Continue West first to find a monster Generator that spawns two Trolls.
Past the Monster Generator that spawned the Trolls is the western end of the
dungeon. To the north, you will find a stationary catapult. If you hit it
with a Hammer, it will destroy a pile of masonry that blocks access to two
white urns and a treasure chest on the parallel path to the east.
North of the catapult are three Rocks that can be smashed for Ores/Gems. They
act as a barrier so you must destroy them before you can go north. One of the

59
rocks often contains Silver.
If you continue north along the narrow path with the Rocks, you will encounter
a Monster Generator that spawns two Buffaloo.
Continue north along a narrow pathway that skirts a lava river and you will
come to a huge round Boulder held in place by sand. It will not destroy
anything when it rolls but with it out of the way, you will have access to a
huge peaceful chamber with a large tillable field containing six plots. There
is a single treasure chest here and a Monster Box as well as a stairway to the
east.
If you climb the wide staircase to the East of the tillable field, you will
find yourself at the entrance to the isolated stairway that leads back to the
3rd floor.
Use the Walkthrough from the Isolated Stairway from the 4th Floor if you wish
to find the Isolated Stairway to the 5th floor.

Directions to the Locked Door for Uzuki's Story

For those who cannot find the Locked Door again easily, here are two sets of
directions. The first presupposes that you have unlocked the Shortcut
Stairway and leads from the 4th Floor shortcut stairway to the Locked Door.
The second set of directions is for those who must take the isolated stairway
from the 3rd Floor still to reach the 4th Floor.

From the Shortcut Stairway to the Locked Door

From the shortcut stairway, you first will encounter a catapult platform. Go
west from the catapult to encounter two Buffaloo spawned by a single Generator
that can be reached only with a long range weapon such as a spear. West of
this is another Monster Generator that spawns two Summers. Continue West and
you will find the Locked Door on the southern wall before you reach the
southwestern corner of the 4th Floor of the Lava Ruins.

Path to Uzuki's Locked Door from the Isolated Stairway

When you descend from the 3rd Floor, you will see a long wide staircase that
descends to the west. It leads to a peaceful chamber containing a single
large tillable field containing four plots, a water source, one real Treasure
Chest and one Monster Box. An exit in the southwest is blocked by a huge
round stone boulder. This is a new device first found on the 4th floor of the
Lava Ruins. There is no way to move it from this side, however, so retrace
your steps to the isolated stairway.
Now go east to find a stationary catapult. Hit the lever with a Hammer and it
will destroy fallen masonry to the south that barred the entrance to a narrow
staircase leading downward. Do not explore the stairway yet.
Instead, move east of the catapult to find three smooth small square boulders
that act as a barrier to the east. You need a Silver Hammer or better to
destroy boulders of this sort. Do so and move east to find a Treasure Chest
that usually contains Copper.
From here, you will enter an area with two narrow twin staircases to the south
and a large round boulder in the north held in place by sand. A Monster
Generator in the northeast corner spawns two Trolls. Against the eastern
wall are two white urns. This is the northeast limit of the 4th floor.
Use your hoe on the pile of sand to release the large round boulder. As the
boulder rolls, it will clear the pathway to the isolated stairway that leads
to the 5th floor.

Path to the Locked Door from the Isolated Stairway

Note that, if you used the catapult initially, you now have three separate
narrow staircases side by side that lead south. The one farthest east leads
to the isolated stairway to the 5th floor.
The other narrow stairway west of the one leading to the isolated stairway will
take you down a narrow path to a Monster Generator that spawns two Summers.
If you continue south, you will find a pile of fallen masonry blocking your

60
accesso to a large chamber that contains tillable fields and a Monster
Generator spawning two Trolls.
Ignore this path for now, therefore, as you must destroy the fallen masonry
from the other side.
Return to the first stairway that was unblocked by the action of the catapult.
This stairway is the one furthest to the west and closest to the isolated
stairway leading from the 3rd floor. At the foot of the stairs, you will
encounter two Trolls immediately. The monster generator that spawns them is
to the west.
This effectively constitutes a crossroads, with exits in all directions. You
can go west into a large chamber containing tillable fields or east to a large
almost empty chamber that contains a single Monster Geneartor that spawns two
little Fluffys.
If you are looking for the Locked Door, you need to go west past the Monster
Generator that spawns the two Trolls that guard the crossroads.
You will find yourself in a very large peaceful chamber with four tillable
fields, each of which consists of two plots. There is a single crate in the
northwest with a water source next to it.
The exit from this chamber is in the southwest down a narrow causeway that
leads south to a platform guarded by two Summers spawned by a Monster
Generator.
The position of this Monster Generator marks a crossroads as well. There is a
wide stairway that ascends to the east. To the west, another parallel
causeway leads north and south.
Go down the wide staircase in the west and continue west to the causeway that
runs parallel to it. This is the western limit of the 4th floor.
To the north is a Monster Generator that spawns a Buffaloo. Continue south
along the causeway, you will find three Rocks that can be smashed for
Ores/Gems barring your path. Smash them and continue south to a Monster
Generator that spawns two Trolls.
Go south from the catapult, then east to find a locked door in the south. If
you attempted to access this door before Uzuki gave you her Hairpin, your
character would muse:
Freyr: It won't open Huh? There's a hole in the door. Is it a keyhole? But
it has such a strange shape I can't go in now anyway. I'll try again later.
With Uzuki's Hairpin in your Rucksack, however, you now can return to the
Locked Door to open it.
When the sliding door opens, you will be able to move south into a small
chamber with a crate at the southern end. In the centre of the floor, you
will see three shining drops of light indicating the presence of a 'secret'.
Go to the spot and press 'A' to search there.
A Letter will pop out.
Letter from the Mentor: A letter to Uzuki from Uzuki's brother. Don't open it
without permission.

5th Floor Walkthrough

Path to the Shortcut Stairway

When you first arrive at the 5th floor from the isolated stairway, you will be
in a large chamber with a huge round boulder held in place by sand at its
northern end. No Monsters threaten you at this point and it should be an easy
matter to use your Hoe on the sand to send the giant ball rolling. You need
not even move out of the way if you are careful.
As you follow the rolling boulder west down the stairs, you will encounter two
Weagles spawned by a single Generator.
Two white urns stand against the northern wall of the next chamber. South of
the position of the urns is a narrow stairway leading south, but it is blocked
by fallen rubble.
Further west, two Slimes are generated by a single Generator. Near the Slimes
is a swiveling catapult. You may believe at first glance that you need not
use it to clear the stairway directly to the south as it will be open to you
initially. Unfortunately, a pile of fallen masonry at the bottom of this

61
stairway will prevent you from moving further south at this point, so aim the
swiveling catapult towards the south and hit the lever to destroy the rubble
at the bottom of these stairs.
In many situations in dungeons in Rune Factory Frontier, it is possible to race
through an area by simply avoiding the Monsters who inhabit it. Where you
need to use a swiveling catapult, however, it is best to clear the area of all
Monsters first.
To turn a swiveling catapult, simply press the 'A' Button.
Before you move down the stairway here, aim the swiveling catapult towards the
west so that it creates a gap in the western wall, allowing you access to
another stairway that descends to the west.
The catapult's aim is insufficient to destroy the rubble at the top of the
first stairway that is farthest east, so do not bother to try.
First go through the gap you created in the western wall and descend the
stairway there to a small peaceful chamber containing two tillable fields, a
water source and a Treasure Chest that often contains Garlic. Each of the
tillable fields consists of two plots.
The exit from this chamber is a descending stairway in the south. When you go
south down the stairs, however, you will find a pile of fallen masonry at the
bottom, preventing further progress.
Return therefore to the chamber with the two Slimes and the swiveling catapult
and descend the stairway directly to the south of the catapult.
You will find yourself at a crossroads with stairways leading in ALL
directions. If you attempt to continue south, you will find a huge round
boulder held in place by sand at the foot of the stairs. The pile of sand is
on the other side, which means that the ball bars further progress south at
this point.
If you take the stairway that ascends to the east, you will find yourself in a
small chamber with tillable fields, but this one is far from peaceful, crowded
with two Monster Generators that spawn two Weagles and a Miinotaurs and a
slime. In this little chamber are two tillable fields with two plots each, a
water source and a stairway that ascends to the north.
If you ascend the stairway that leads north, however, you will find a pile of
fallen masonry at the top. In fact, this is the first stairway that you
encountered on the 5th floor
As often is the case in the Lava Ruins, despite the wealth of apparent choices,
all but one are illusory at this point. From the 'crossroads' are, you must
descend the stairway that leads west.
You will find yourself in a rather large chamber with a single Monster
Generator and four Monsters. The Monster Generator in the north spawns two
Minotaurs. The Generator that spawns the two Weagles that inhabit this
chamber actually is located on an ascending stairway in the southeast. There
are two white urns against the western wall. If you look along the eastern
wall, you will see a Bomb. Detonating it may clear the chamber of some of its
pesky Monsters.
This is another chamber with a number of exits in various directions but most
are illusory at this point. Access to a stairway that leads north is blocked
by fallen masonry. The stairway in the southeast that leads east and is the
position of the Monster Generator that spawns the Weagles has fallen masonry
at the top.
Your only true direction at this point is to descend a stairway in the south to
find yourself on a platform with a single Monster Generator that spawns two
Minotaurs.
East of this chamber is an ascending stairway. At the top is a large round
boulder held in place with sand. Use your hoe to remove the sand but move
very quickly down the stairs and to one side as the boulder will 'chase' you
down the stairway.
Note that the greatest danger from these huge rolling balls may be to any
Monster Ally as they tend to be rather unobservant and may stand stupidly in
the path of the rolling ball or even move into its path. If you have a
transport monster with you, mount it and ride out of harm's way if you can.
Having removed the huge boulder from your path, you can ascend the stairway
again and go east into a large chamber containing three tillable fields, a
water source and a cluster of three Rocks that can be smashed for Ores/Gems.

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It is not a peaceful chamber, however, as there is a Monster Generator in the
north that spawns two Slimes. Each of the tillable fields contains two plots.
One of these Rocks, when smashed, often contains Silver.
There are exits in all directions here, but the stairways both in the north and
the south are blocked at this point by fallen masonry.
Again, there is but one 'true' path and that lies to the east. Ascend the
short stairway in the east to a long rectangular platform with a single
Monster Generator that spawns two Slimes.
A swiveling catapult is at the northern end of the chamber but before you use
it, you need to go south to unlock the shortcut stairway.
There are exits from this platform in every direction and all are viable,
thanks to the swiveling catapult. To the south is a sliding door. Go through
it to unlock it as this is the door to the shortcut stairway.
As the door to the 6th Floor has not been unlocked yet, however, go north again
up the stairway to the previous chamber.

Path to the Isolated Stairway to the 6th Floor

From the rectangular platform with exits in all directions, you can descend a
short stairway now that leads east. At the foot of the stairs are two
boulders. Destroy them with a special attack from your Hammer to enter a
small dead-end chamber containing two Treasure Chests and a Monster Box. One
of the Treasure Chests often contains Silver.
Return to the rectangular platform once again to use the swiveling catapult
now. It will be facing north, so you needn't turn it to use it to destroy the
fallen masonry at the top of the short northern stairway.
Note, however, that the chamber in the north is one that you previously
explored from another direction. It contains two Monster Generators that
spawn a Minotaur, a slime and two Weagles, as well as two tillable fields
containing two plots each.
To explore new areas, therefore, you need to turn the catapult. First turn it
to create a gap in the eastern wall of the chamber, as behind this wall is a
little alcove that contains a single Treasure Chest that often contains Rice.
After this, you simply need to take the path directly west of the catapult in
the northwest corner of this rectangular platform. You will find yourself in
a narrow corridor that leads west to a small chamber.
Here you will see paths in all directions but the paths to the west and south
are blocked by fallen masonry. In the north, a huge boulder held in place by
sand blocks the path but when you use your Hoe on the sand, it will roll to
the south, freeing both the entrance to the stairway in the north and one in
the south formerly blocked by masonry.
This huge rolling ball is the most effective of all. It will roll south all
the way to the entrance to the Isolated Stairway to the 6th floor.
On its way, it will destroy the rubble at the top of the first stairway, roll
through a large chamber you explored earlier containing three tillable fields,
each with 2 plots, destroy the fallen masonry at the top of another stairway
to the south, opening access to the antechamber where you will find the
Isolated stairway to the 6th and lowest floor of the Lava Ruins.

6th Floor Walkthrough

When you take the isolated stairway from the 5th floor to the 6th and lowest
floor of the Lava Ruins, you will find yourself on the western wall of a large
chamber. To the east is a cluster of three Rocks that can be smashed for
Ores/Gems as well as two tillable fields and an ornamental pond. The field
closest to you consists of two plots. The other field, near the eastern wall
of the chamber consists of four plots. The cluster of Rocks usually has at
least one Rock that contains Gold. This may be the first Gold Ore that you
find in Rune Factory Frontier.
In the centre of the northern wall is a door that leads to the 'Boss' Chamber..
To the right of the door are two white urns that often contain Tomato Ketchup
and Copper. At the northern end of the eastern wall is a sliding door. Go
through it to unlock the entrance to the shortcut stairway, giving you easy
access in future to the 6th floor.

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This single large chamber is the full extent of the 6th floor of the Lava
Ruins. The ornamental pond here will prove an excellent fishing location,
offering Lamp Squid, Fall Fish and Lobster, among others.
When you access the door in the northern wall, your character will muse:
Freyr: There's something behind the door
Your choices:
I should turn back
Let's go!
Note that, should you enter the 6th floor in future initially from the shortcut
stairway, you will have no access to the 5th floor via the isolated stairway
as you will find fallen masonry at the top of the first stairway. In future,
if you wish to visit the 5th floor, you either need to use the shortcut
stairway or take the isolated stairway down from the 4th floor.

Screen-by-Screen Walkthrough of the Snow Ruins

The Snow Ruins is a maze and there are many chambers that resemble one another.
One frame of reference is direction. Another is borders. Always look
outside the walls. If you see darkness on any side, you will know that you
are at the border of the dungeon. I will use this darkness as a frame of
reference when describing various chambers.
The first Walkthrough section will give the direct path from one floor to the
next, explaining the path that you need to take to find the first stairway to
the next floor as well as the path you need to take to open the sliding door
to the 'shortcut stairway'.
Remember that you have two initial goals when you first explore a new floor in
a dungeon in Rune Factory Frontier. One is to find the stairway that leads to
the next floor and the other is to find the sliding door that leads to the
shortcut stairway to 'unlock' it for future visits.
There are some 'new' obstacles for the player in the Snow Ruins.
The first is an ice crystal barrier that often blocks a path. It can be
destroyed with an ordinary hammer or any Fire Weapon.
The second is what I named an 'Eye Generator'. This is a device with an eye in
the centre that blasts out puffs of ice air that cause damage. The 'Eye
Generator' is controlled by an arch of wires. You may or may not find it next
to the Generator. On lower floors, it often will be on a different platform
or in a corner somewhere. Destroy the arch and the Eye Generator will
explode. The arch causes no damage, but you need a fire weapon to destroy it.
The third is ice that freezes a sliding door. When you see this, look for an
Eye Generator nearby and destroy it. The ensuing explosion will melt the ice,
allowing the door to open. Note that Eye Generators often are found in the
same chambers as large Monsters encased in ice. If the explosion is close
enough to the Monster, it will free it from the ice and you will be forced to
deal with it. It often is best to destroy the ice-encased Monster BEFORE you
cause any explosions in the chamber.
The fourth is a swiveling cannon. This will react to your own movements but it
is controlled by an arch of wires identical to the one that controls any Eye
Generators. Destroy the arch and the cannon will explode. You can hit the
cannon directly as well to destroy it.
The fifth is large round boulder held in place by ice similar to those found in
the Lava Ruins. As in the Lava Ruins, if you release the ball from the ice
that holds it in place, it will roll, smashing everything in its path,
allowing you to gain access to an area that otherwise would be inaccessible.
You will find these only on the lowest floors of the Snow Ruins.

1st Direct Path from 1st to 2nd Floor

The entrance to the Snow Ruins is at the eastern limit of this dungeon. When
you go north to the first chamber, you will see only darkness beyond the
eastern wall. Keep this in mind.
From the entrance, go north, then find the ice crystal barrier in the west that
is guarded by two Hornet Queens. They are spawned by a generator in the
northeast. (Beyond the generator is a pile of rubble that effectively cuts

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you off from any area north of it.)
When you have demolished the ice crystal barrier, continue west, destroying the
Eye Generator in the centre of the chamber. This will be your first
encounter with a device that is seen throughout the Snow Ruins. Note the arch
of wires next to it and destroy it with any fire elemental weapon or even a
powerful sword or sickle.
You will see two ice crystal barriers. One blocks an exit in the southwest and
the other blocks the path to the west. Destroy the barrier in the southwest
first, and go down the short stairway and through the sliding door afterwards
as this will open the shortcut stairway to all floors.
As none of the lower floors have been opened yet, return to the chamber in the
north where you destroyed your first Eye Generator.
Destroy the ice crystal barrier in the northwest now and go down the short
stairway. Here you will be in a small antechamber with two Hornet Queens
spawned by a single generator. If you go west, you will find your first
tillable fields in a room free from Monster Generators. You can grow any
Autumn Crops in the Snow Ruins. This chamber contains 3 tillable fields,
each of which contains two plots. A water source is in the west.
Ignore the farming chamber now to go instead up the short stairway to find a
large ice chamber with a single Monster generator that spawns two Shadow
Panthers and two Hornet Queens.
If you take the exit in the north, you will find yourself in a similar large
ice chamber with an Eye Generator and a Monster Generator that spawns two
Death Stalkers and two Glaces. The door to the north is blocked by ice.
Whenever you see a sliding door that is 'frozen' by ice at the bottom of it,
you need to create an explosion to melt the ice.
When you destroy any Eye Generator, whether by hitting it directly or by
destroying the arch that controls it, the resulting explosion will melt all
ice in the vicinity. Sometimes the only ice will be that on a sliding door.
Often, however, there will be a large Monster encased in ice and the explosion
simply may melt the ice to free the Monster. It is a good idea to use any
Fire Weapon directly on the ice-encased Monster before you create any
explosion in the chamber, as this will eliminate the Monster rather than
allowing it to become free.
If you search for the arch that controls the Eye Generator here, you will not
find it. It is located in a small chamber to the west that is guarded by
Death Stalkers spawned by a single Monster Generator.
Destroy the Eye Generator in the large ice chamber to melt the ice that freezes
the sliding door at the far north. When you go north through this sliding
door, you will find your first stairway to the 2nd floor. Near the stairs,
you will find a single white urn.

First Direct path from 2nd to 3rd Floor

Go down the stairway to find a large ice chamber in the south, a real 'chamber
of death' dominated by Glaces and Shadow Panthers in the north, two Eye
Generators and a Mamoo encased in ice in the southeast.
You will see a sliding door frozen with ice in the west of the chamber of death
leading to a downward ramp. To unfreeze the sliding door, destroy the Eye
Generator in the west. Now go through the sliding door and down the ramp to a
narrow corridor that goes both north and south.
Go south down the narrow corridor to find a large peaceful chamber with a
single tillable field with four plots and 1 white urn.
An exit in the southeast leads to a small chamber with a single Monster
Generator that spawns three Shadow panthers in the east and three rocks that
can be smashed for Ores/Gems in the west. You often can find Platinum in one
of these rocks.
In the southwest of the small chamber is an ice barrier. Smash it and when
you go west, you will find yourself at the northern end of another large ice
chamber with four Glaces spawned by a generator at the northern end, an Eye
Generator in the centre and two scorpions and a Demon spawned by another
Generator at the southern end. The only other exit from this chamber is at
the southern end, guarded by an ice-encased Mamoo. Destroy the ice-encased
Mamoo and go south into a small chamber with the first stairway that leads to

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the third floor.
Do not take it yet as you first need to open the sliding door to the shortcut
stairway. Go north, therefore, back into the ice chamber. You will see an
exit in the east consisting of a narrow corridor that leads to a downward ice
ramp. Take it and you will find yourself in a peaceful chamber with three
rocks that can be smashed for ores/gems and a single tillable field that
contains four plots. This peaceful chamber has many exits but it is the exit
on the western side of the southern wall that leads you to the shortcut
stairway. Destroy the ice barrier that prevents entry and continue south to a
sliding door. Open it to find yourself at the shortcut stairway. Now return
to the peaceful chamber as you will not have access to the third floor via
this stairway until you have opened the sliding door to THAT floor from the
other side.

First Direct Path from Third Floor to Storage Rune Chamber and Shortcut
Stairway

The third floor is different from the first two in that you now often will find
platforms along the walls of the various chambers.
From the first isolated stairway that leads to the 3rd floor, you need to find
your way to the doorway where the Rune Storage Chamber is located. This is
the 'secret' of the Snow Ruins and is the place where you will face Gelwein
for the first time.
When you descend the isolated stairway to the third floor, you will find
yourself in a small chamber containing two rocks that can be smashed for
ores/gems. An ice barrier in the north prevents access to any other area.
Destroy the ice barrier and go north into a chamber that contains a single
Generator that spawns Unicos and Demons as well as an Eye Generator. A
sliding door in the east is frozen with ice.
Destroy the Eye Generator in the first chamber to create an explosion that
melts the ice on the sliding door in the east. Go east through a narrow
corridor through another sliding door into a small chamber containing a
swiveling cannon. Destroy its arch to destroy the cannon.

Unlocking the Shortcut Stairway

You will see two exits from this chamber. One is on the eastern wall and one
is on the southern wall. Take the exit in the south first to open the sliding
door to the shortcut stairway. Now return to the chamber in the north that
held the cannon and take the exit in the east.

Path to the Rune Storage Chamber

You will find yourself in a little area with exits to the north and east. Go
north into an ice chamber with a platform in the west and a swiveling cannon
in the main area. The arch that controls the cannon is on the platform with a
single monster generator that spawns 4 Demons.
If you continue north, you will find a ramp in the east that leads upward to
another platform. Directly north, however, is a huge Minotaur encased in ice.
Break the ice and destroy the Minotaur at one blow with a fire Axe and you
will find yourself in front of the door to the Rune Storage Chamber.
If you continue north, you will find a ramp in the east that leads upward to
another platform. Directly north, however, is a huge Minotaur encased in ice.
Break the ice and destroy the Minotaur at one blow with a fire Axe and you
will find yourself in front of the door to the Rune Storage Chamber.
Provided you encountered Gelwein previously in front of the Tower of Rest at
Whale Island, you will experience an Event when you attempt to access the
locked door to the Rune Storage Chamber.

1st Stairway to the 4th Floor

Path to the 4th Floor Stairway

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From the Circle Portal on the 3rd Floor and Rune Storage Chamber, go south to
the little T-junction. If you are in the ice chamber that contained the
ice-encased Minotaur, you will be at the 'leg' or lowest point of the T. You
therefore will see a path that leads both east and west. If you go west, you
will find yourself in the little chamber with the swiveling Cannon that leads
to the shortcut stairway.
Go east instead if you wish to access the fourth floor for the first time. You
will find yourself at the southwest corner of an ice chamber with a platform
to the east that is accessed by means of an ice ramp. The platform acts as a
barrier to the eastern half of the ice chamber.
Asccend it to find an Eye Generator and a Treasure Chest. You will not find
the arch for this Generator on the platform. Another ramp in the southeast
leads downward to take you to the eastern half of this ice chamber.
The only exit is in the northeast. Go through it to find yourself in a narrow
chamber with two Mosnter Generators. The one in the north spawns a Mamoo and
a Demon. Two rocks that can be smashed for ores/gems are in the middle of the
chamber. Below it, to the south, is another Monster Generator that spawns two
Demons and a Mamoo.
If you go north from this chamber along a narrow corridor, you will find the
isolated stairway to the 4th floor.

Path to the Stairway to the 5th Floor

The fourth floor introduces you to a new element in the form of elevated
walkways that traverse the level. When you first enter the fourth floor via
the isolated stairway, you will find yourself on one of these elevated paths.
Two ramps lead downward to the main floor. One is located at the northern end
of the walkway and the other is at the southern end.

Take the southern ramp to the west to find yourself in a peaceful antechamber
with exits to the west and south.
Take the exit in the south and you will find yourself in an ice chamber with an
ice ramp that leads upwards to a platform containing a swiveling Cannon, an
Eye Generator, a Treasure Chest and two arches. Hunter Wolves and Buffazoos
guard this area.
Continue south from the platform along an elevated walkway to find another
platform that is a dead end and south of it, two ice ramps descending to the
east and to the west.
(If you descend to the east, all you will find is the Generator that spawns the
Buffazoo.)
If you go west instead, you will see a Generator that spawns a Minotaur and
Hunter Wolves. A Mini-Dragon encased in ice bars access to a sliding door in
the west.. Destroy the Mini-Dragon in ice and go west through the sliding
door to a narrow corridor with branching paths that go directly west or north.

Unlocking the 4th Floor Shortcut

If you go west here, you will find a sliding door. Go through it to unlock the
4th floor entrance to the shortcut stairway.

Stairs to the 5th Floor

If, after going through the sliding door west of the Mini-Dragon, you go north
instead, the path will turn to the west, then take you north along a narrow
corridor.
(The first exit to the west leads to a peaceful chamber. You will see two
white urns along the northern wall. The chamber contains three tillable
fields, two with two plots and one with four as well as three rocks that can
be smashed for ores/gems. It is a dead end, however.)
Return to the narrow corridor and as you continue north, a swiveling cannon
will bar your path unless you destroyed its arch previously. North past the
cannon's position, ice will frost the floor. You will arrive at a junction.
If you go west here, you will come to an Eye Generator and its arch. You MUST

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destroy this Eye Generator in order to proceed through the next sliding door.
Go northeast afterwards to find yourself in a small ice chamber with a
swiveling cannon and its arch. An ice ramp leads upward west of the cannon to
an elevated walkway covered with ice. Take the pathway where it leads, first
south, then west, then north to a ramp that descends to the main floor. It
is a small area with a Monster Generator that spawns two Hunter Wolves in the
elbow of the walkway.
In the north is a sliding door. Go through it to find a narrow corridor free
from ice that leads north, west, then north again to an area guarded by Blood
Panthers. You will not find the Generator that spawns them until you ascend
a ramp at the north end of the path to arrive at a platform that spans the
eastern side of the corridor. On this platform, you will find the Generator
that spawns the Blood Panthers as well as a swiveling Cannon and its arch.
Two white urns are located near a ramp that goes downward to the east.
When you take the ramp downward, you will find yourself again on the main
floor. The platform to your west actually cuts a chamber in half and the
narrow corridor with the Blood Panthers consistuted the western half of the
chamber. Go north to find a Monster Generator that spawns a Buffazoo. Near
the northern wall, you will find two rocks that can be smashed for ores/gems
and an exit that leads east.
Go east along a narrow passage to arrive at a peaceful chamber with two
tillable fields, each consisting of four plots as well as 2 white urns. The
only exit is in the southwest. Take it and go south along a brief narrow
passage to a large area free of Monsters. (An ice ramp to the right leads
upward to the east.) Ignore the ramp in the east for now if you wish to find
your way to the 5th floor as the stairway to the 5th floor is at the southern
end of this area.

5th Floor Path to Shortcut Stairway

The 5th floor is very different in appearance from any previous floor of the
Snow Ruins. The ice is far thicker and the floor is cracked in many
locations, making straightforward progress difficult. When you first descend
the stairs, you will find yourself in a large chamber bisected by a crack in
the floor that cannot be crossed. Fallen masonry constitutes the southern
boundary of this area. You must go east, either by ascending an ice ramp or,
further south, by taking a passage along the main floor that leads to another
area free from ice.
If you take the ramp upwards, you will find yourself on an elevated walkway
covered in ice that proceeds first north, then west past a frozen door, then
west to a ramp that leads downwards to the east. The walkway is guarded by
Hunter Wolves.
(At the end of this frozen walkway is an Eye Generator and its arch. Destroy
the Eye Generator to melt the ice on the door and proceed through it to an
elevated walkway that is free from ice that is a dead end but has a single
Treasure Chest.)
Take the ramp downward to find yourself on the main floor in a small area that
contains two white urns. Hunter Wolves guard this area as well. You now
will see that you are in the initial entry chamber to the west of the stairway
from the 4th floor, on the other side of the chasm.
If you walk south along the chasm, you will find a ramp that leads upward to
another elevated walkway covered in ice. A treasure chest is tucked into the
'elbow' of the ramp. This walkway leads south, then east past the stairway
that leads to the 4th floor and then, free from ice now, continues south, then
east again to a ramp in the east leading downward back to the main floor. You
will be in a small area free from ice guarded by Hunter Wolves but an ice
barrier bars you from further progress.
A Monster Generator south of the ice barrier spawns both the Hunter Wolves and
a Minotaur.
Proceed south through an exit to an ice chamber guarded by two Minotaurs
spawned by a single Generator.
(An ice ramp leads upward to a platform containing a swiveling cannon and its
arch. The platform actually bisects the ice chamber. A ramp on the western
side of the platform leads back down to the main floor on the western half of

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the chamber. Here you will find two Minotaurs spawned by a single Generator
and a sliding door that is blocked by fallen masonry.
To the north is an ice barrier guarded by a Little Wizard. North of the Little
Wizard is another ice barrier. This one holds a huge round boulder in place.
You must melt the ice barrier, then run quickly in order to stay out of harm's
way when the boulder rolls south to smash the masonry.
You will find, however, that the sliding door leads only to a tiny chamber
containing a single Treasure Chest. Freeing the round boulder, however, will
allow you access to the path that it formerly blocked in the north and thus is
an essential task.
Go north, then west into a chamber with two tillable fields, each of which
consists of four plots. This is NOT a peaceful chamber, however, as a Monster
Generator spawns two Souls here. Two white urns are located along the east
side of the northern wall as well.
Ignore them or defeat them, then go thorugh the sliding door in the southern
wall to unlock the shortcut to the stairway.

Path to the 6th Floor

Once you have unlocked the sliding door to the shortcut stairway, return to the
chamber with the Souls and tillable fields to the north.
In fact, finding the stairway to the 6th floor is as simple as walking to the
southeast corner of this chamber where you will find two rocks that can be
smashed for ores/gems and another exit that leads south immediately to the
isolated stairway to the 6th floor.

Path to Stairway to 7th Floor

When you descend to the 6th floor, you will find yourself in an area covered
with thick ice. Two Tricky Mucks will confront you instantly as well as a
swiveling cannon in the north. The arch for the cannon is next to it, but two
Arch Demons await you there. Two the north of the Arch Demons is the
Generator that spawns them and east of that, another swiveling cannon. The
east side of this area is dominated by two Mini-Dragons.
Your own exit is in the northwest, along a narrow corridor crammed with Tricky
Mucks and arch Demons. The generator that spawns them is at the northern end
of this corridor where you will find a ramp that leads to an elevated walkway.
Ascend and move south along the walkway, which is guarded by Tricky Mucks.
At the southern end of the walkway is the Generator that spawns the Tricky
Mucks. To the right is a ramp that leads downwards back to the main floor in
the east.
A single Treasure Chest is tucked into an 'elbow' of the walkway. To the
northeast are two Mini-Dragons in an area that contains both real Treasure
Chests and Gobble Boxes.
The Generator that spawns the Monsters is to the east below the southern wall
of a walkway in the north. From the position of the actual Monsters (Dragons
and such), find a little path that skirts the northern wall of the dungeon and
leads east. Here you will find a ramp that ascends to the elevated walkway.
Go south along the walkway, then east to a ramp that leads downwards to an
area in the east that actually is an elevated walkway at a lower level. Here
the floor is covered with ice and a crack bisects it from east to west. In
the north, you will be confronted by two Soul Monsters and in the south by
Arch Demons. You will be able to skirt the crack in the floor to reach the
southern half of this area where you will find a narrow walkway that leads
first west, then north where it ends in a ramp that descends to the main
floor. Here there is little space, as there are many walkways above you. Go
instantly to the northern wall and journey west past Tricky Mucks. You will
see that the floor here is bisected with another crack that runs from north to
south. Skirt the edges of the crack at the southern tip and continue west
past a Monster Generator. When you go north again to the west of the crack,
you will see another Monster Generator that spawns Mini-Dragons as well as
the stairway that leads to the 7th and lowest floor.
If you would like to confront the elusive Micro-Dragon, you need to make your
way to the southeast corner of the 6th Floor where you will find a chamber

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that contains tillable fields as well as two white urns with its entrance in
the west. The chamber may be a 'peaceful one' when you first enter, depending
upon your route. The Micro-Dragon who inhabits this chamber will be spawned
only if you activate the Monster Generator at the centre of the northern
outside wall.
Outside the entrance to this chamber, you will find Souls as well as a
swiveling Cannon so be careful!
Incidentally, the entrance to the shortcut stairway on the 6th floor is a set
of outside stairs in the southwest corner of the level but it is blocked by
fallen masonry at the top. I have not been able to find a way to destroy the
rubble nor to circumvent it. The easiest access to the 6th floor, therefore,
may be the shortcut stairway to the 7th floor.
(Once you have unlocked the sliding door on the 7th floor that leads to the
shortcut stairway, you can return to the 6th floor if you walk down the long
corridor from the 7th floor stairway, then mount the stairs at the northern
end. )

The 7th Floor of the Snow Ruins

The 7th Floor of the Snow Ruins is easy to navigate. From the position of the
stairway in the north, simply walk south down a narrow corridor to find a
peaceful chamber that contains one large tillable field with eight plots. A
water source in this chamber is an excellent fishing location. To the south
of the field is a sliding door that needs to be unlocked. Walk through it,
then walk south down the narrow corridor to reach the very end of the shortcut
stairway, giving you easy access to the 7th floor in the future.
If, instead of going through the sliding door in the south, you walk east from
the chamber with the tillable field, you will find yourself in a small ice
chamber. There is a single door in the north. Press 'A' and you will see a
prompt:
Freyr: I can feel something powerful up ahead
Your choices now:
I should turn back.
Let's go!
This is the lair of the Ice Snake, an 'optional' Boss Monster as its defeat
does not affect the main story.

Strategies for Defeating Optional Bosses

The 'main' plot of Rune Factory Frontier requires that you defeat the Boss
Monsters of the Green Ruins and the Lava Ruins as well as exploring Whale
Island at least to the point of the Whale's Flank. You cannot unlock the
Lava Ruins until you have defeated the 'Boss' of the Green Ruins in the form
of the Giant Clucky. A War Trophy dropped only by the 'Boss' of the Lava
Ruins is the key that unlocks the Snow Ruins. It is within the Rune Storage
Chamber of the 3rd Floor of the Snow Ruins that Gelwein holds the darker
aspect of Iris hostage and you therefore MUST unlock the Snow Ruins in order
to be able to confront Gelwein.
Whale Island is pivotal to the plot in the sense that its Spirit is one of the
main characters. The Spirit of Whale Island is not hostile, however, and is
not a Monster to be defeated at any point in the game.
Each of the five Dungeons does have a 'Boss', however. It is in the Water
Tower at the top of Whale Island that you will find the Giant Squid and on the
7th and lowest floor of the Snow Ruins that you will find the Ice Serpent.
Whenever a Boss is confronted in Rune Factory Frontier, a Circle Portal is
created afterwards to allow you instant access to the location.
In any RPG, a higher level of skill and experience offers your character a
better chance of achieving victory in any confrontation. There is no reason
why you should rush through the combat aspects of Rune Factory Frontier. Most
of your ordinary goals can be accomplished BEFORE you ever defeat Gelwein.
There are reasons why you should confront and defeat both of the optional Boss
Monsters, however, once your Levels are equal to the challenge. At Level 80,
with the best weapons, equipment and Recovery Items, your character should
be able to defeat either with relative ease.

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The benefits of doing so are not so much the War Trophies that you will obtain
but the Circle Portals that are created afterwards.
The best fishing is found on the lowest floor of any of the Ruins in Rune
Factory Frontier. When Gelwein is defeated on the 3rd Floor of the Snow
Ruins, a Circle Portal will be created that will lead directly to the Rune
Storage Chamber. The Snow Ruins, however, has a total of seven floors. Until
you confront the Ice Snake on the 7th Floor, any journey to that floor will be
rather time-consuming.
Fishing at the Floating Chamber or Drain of Whale Island appears to yield much
the same varieties of Fish as when fishing at the Pier on the beach. The
fish caught appear to follow the same seasonal restrictions as well, although
these are few. For example, my character caught Pike in the moat at the Drain
area in Autumn.
In like fashion, the defeat of the Giant Squid in the Water Tower on Whale
Island will give you instant access to the area of the Water Tower, where
there are a large number of tillable fields. Furthermore, the Water Tower is
in close proximity to the Tower of Glory where the Level 8 Little Crystals can
be found frequently.
There are Accessories that require the unique War Trophies that the Ice Serpent
and Giant Squid yield when defeated, but these are 'toys' rather than battle
equipment. A couple Accessories that constitute armour or protective items
may be created using these unique items but these invariably have an alternate
Recipe that uses only ordinary ingredients.

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Ores, Gems and War Trophies Locations

The following is a list of all Ores, Gems and War Trophies from Monsters that can be obtained in Rune
Factory Frontier. In some cases, a Crate or Treasure Chest may contain an item ordinarily classified as a 'War Trophy'
dropped by a Monster. You will find that Monster of very different types may drop the same War Trophy on occasion.
With each item is a list of the Monsters who may drop it with the percentage chance of this result.

Ores

Scrap Iron
A shredded, rusted piece of metal. Pretty useless, actually. But you're still kinda stuck with it.
Locations: Rocks in Dungeons

Iron
The fundamental material of metallurgy. It can be made into weapons or accessories.
Locations: Rocks in Dungeons, Crates, Treasure Chests; Mini Golem (15%)

Copper
Another fundamental material of metallurgy. Blacksmiths really love this stuff.
Locations: Rocks in Dungeons, Crates, Treasure Chests; Mini Golem (15%)

Silver
A silver-colored mineral. Valuable because of its many different uses. Takes real skill to forge.
Locations: Rocks in Dungeons, Crates, Treasure Chests; Mini Golem (10%)

Gold
A shiny metal that has been used since ancient times.
Locations: Rocks in Dungeons

Platinum
It gives off a bright shine. Those who see Platinum are said to become obsessed with it.
Locations: Rocks in Dungeons (You can find it randomly on the 2nd Floor of the Snow Ruins or lower.)

Gems

Amethyst
It is said that it is imbued with special powers. Represents peace of mind.
Locations: Rocks in Dungeons, Crates, Treasure Chests; Gobble Box (10%), Monster Box (6%)

Aquamarine
It has a rich blue color like the deep sea. Represents calmness.
Locations: Rocks in Dungeons, Crates, Treasure Chests; Gobble Box (10%), Monster Box (6%)

Diamond
Considered the 'King of Jewels'. It's very hard and is difficult to crush!
Locations: Rocks in Dungeons, Crates, Treasure Chests; Gobble Box (5%), Monster Box (6%)

Emerald
The beautiful green color draws attention. Flawless once are more valuable. Represents happiness.
Locations: Rocks in Dungeons, Crates, Treasure Chests; Gobble Box (10%), Monster Box (6%)

Ruby
Crimson jewel where the reflected light of its surface look like stars. Represents passion.
Locations: Rocks in Dungeons, Crates, Treasure Chests; Gobble Box (10%), Monster Box (6%)

Sapphire
It can be pink, blue, yellow, or green. Represents love.
Locations: Rocks in Dungeons, Crates, Treasure Chests; Gobble Box (10%), Monster Box (6%)

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War Trophies
For the most part, War Trophies are not monster-specific in Rune Factory Frontier, making this game very
different from previous Rune Factory games in this respect. There may be a greater likelihood of receiving a specific
item from a particular Monster type but you can obtain many of the War Trophies from a wide selection of Monsters.
There are a few exceptions, among them some of the items that are connected solely to a Boss Monster, such as the
Giant Cockscomb and Red Core.

Bird Feather
The feather of a white bird. Don't you wish you could glue a bunch of them on your back and fly away?
Locations: Blackbird (25%), Clucky (20%), Cone (10%), Duck (20%), Gigantes (10%), Hammer Troll
(10%), Unico (10%), Weagle (25%)

Cheap Cloth
A rag of obviously low quality. Tears easily with a slight pull.
Locations: Fairy (15%), Faust (10%), Ghost (10%), Goblin (15%), Hardes (15%), High Orc (10%),
Hobgoblin (15%), Little Mage (15%), Necro (10%)

Demon Blood
Lifeblood of a demon. It took a long time to gather this much. Even demons are afraid of needles.
Locations: Arch Demon (10%), Demon (10%)

Earth Crystal
A crystal with condensed earth magic. Because of that, it's very hard.
Locations: Rocks in Dungeons, Crates, Treasure Chests; Dark Slime (1%), Little Emperor (5%), Mini Golem
(5%), Slime (1%)

Fair Hide
Insect exoskeleton with a beautiful pattern. Light, hard and really rather pretty.
Locations: Death Stalker (10%), Hercules (5%), Hornet Queen (10%), Samurai (15%), Unico (10%)

Fairy Dust
Wing scale of a fairy. It's silky smooth and pretty. And it smells good for some reason.
Locations: Fairy (10%), Hardes (10%)

Fire Crystal
A crystal with condensed fire magic. Makes a great hand warmer in winter.
Locations: Rocks in Dungeons, Crates, Treasure Chests; Dark Slime (1%), Ignis (5%), Slime (1%)

Fish Fossil
Fossil of a prehistoric fish. It was supposed to be the find of the year, but I just saw a live one.
Locations: Sealy (10%), Sky Fish (10%)

Giant Cockscomb (Unique- Obtained from defeat of Giant Clucky in Green Ruins)
A large red comb. Place it on other people's heads just for fun.
Locations: Giant Clucky (100%)

Glittering Edge
A really sharp blade. It has a bright metallic gleam and it'll cut through anything it touches.
Locations: Faust (10%), Mantict (10%), Minotaur (10%), Minotaur King (10%), Samurai (10%)

Glue
Used as glue. You can give it as a present, but it won't strengthen your bond of friendship!
Locations: Crates; Orc Archer (15%), Orc Hunter

Hard Horn
A hard and pointed horn. It's very tough and the tip is sharp so be careful when handling it.
Locations: Arch Demon (20%), Beetle (20%), Buffalo (15%), Buffamoo (15%), Buffazoo (15%), Cone
(10%), Demon (10%), Fluffy (10%), Gigantes (10%), Hammer Troll (10%), Hercules (20%), Little Emperor (10%),
Little Mage (10%), Little Wizard (10%), Minotaur (10%), Minotaur King (10%), Unico (10%), Wooly (10%)
Insect Hide
The exoskeleton of a giant insect. Some people find it creepy, but it's light and strong.
Locations: Ant (20%), Beetle (10%), Hercules (10%), Hornet (10%), Killer Ant (20%), Mantict (15%),
Scorpion (10%)

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Insect Jaw
A jaw that can crush anything. A slight exaggeration, but it can still bite through a lot of stuff.
Locations: Ant (20%), Beetle (10%), Hercules (10%), Hornet (10%), Hornet Queen (10%), Killer Ant
(20%), Mantict (15%), Samurai (15%)

Knife Piece
A chipped blade. The actual material doesn't look too bad.
Locations: Ghost (10%), Goblin (15%), Hobgoblin (15%), Necro (10%)

Magic Crystal
A crystal made from magic. Time is needed to make it big.
Locations: Glace (5%), Ignis (5%), Soul (5%)
Note: It is possible that the Level of the Magic Crystals will increase with the number of years your character
spends in Trampoli. In the first Year, Freyr received Level 1 from the three types of Monsters who 'drop' them, but in
the second Year, the Level had increased to Level 3. This would correspond with the actual description of the item, that
it needs time to grow.

Magic Powder
A magical powder that dissolves in water. You can sprinkle it on people but, they won't transform.
Locations: Autumn (20%), Big Muck (10%), Fairy (15%), Glace (30%), Hardes (15%), Ignis (30%), Soul
(30%), Spring (20%), Summer (20%), Tricky Muck (10%)

Magic Talon
Claws that can slice through iron like butter. Don't eat the sliced iron.
Locations: Blood Panther (10%), Death Stalker (10%), Micro Dragon (10%), Mini Dragon (10%), Shadow
Panther (10%)

Monster Hide
Warm animal fur. This is all you need to get through winter. But it is kind of stinky though.
Locations: Buffalo (25%), Buffamoo (25%), Chitter (15%), Elefun (15%), Fluffy (20%), Furpy (15%),
Micro Dragon (10%), Mini Dragon (10%), Silver Wolf (10%), Wooly (20%)

Quality Cloth
A good quality cloth. Soft to the touch so you may see some people using it to wipe their faces.
Locations: Faust (10%), Ghost (10%), Gigantes (10%), Hammer Troll (10%), Little Emperor (15%), Little
Wizard (15%), Necro (10%)

Quality Fur
A fur with a bluish-white hue. Looks like it's quite expensive.
Locations: Buffazoo (25%), Blood Panther (10%), Cone (10%), Hunter Wolf (15%), Mamoo (15%),
Shadow Panther (10%)

Red Core (Unique Obtained from the Giant Fire Slime in the Lava Ruins)
The core of a special slime. It looks kind of sweet. Want to take a bite?
Locations: Giant Fire Slime (100%)

Relic (Unique Obtained from the Giant Fire Slime in the Lava Ruins, use to unlock Snow Ruins)
A chipped stone tablet of some kind. There may be a place where it can be used
Locations: Giant Fire Slime (100%)

Root
The root of a plant that is very strong. It still twitches even after being cut off.
Locations: Crates; Autumn (20%) , Big Muck (10%), Spring (20%), Summer (20%), Tricky Muck (10%)

Sharp Fang
A sharp fang that's pointed at the tip. You can kill almost anything in one hit with this.
Locations: Blood Panther (10%), Chitter (15%), Elefun (10%), Furpy (15%), Gobble Box (45%), Hunter
Wolf (15%), Mamoo (15%), Micro Dragon (20%), Mini Dragon (20%), Monster Box (67%), Sealy (10%), Shadow
Panther (10%), Silver Wolf (15%), Sky Fish (10%), Tortas (10%)

Sharp Talon
Sharp claw. Sharp enough to seriously hurt yourself.

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Locations: Blackbird (10%), Blood Panther (10%), Chitter (10%), Clucky (20%), Duck (10%), Furpy (10%),
Hunter Wolf (10%), Micro Dragon (10%), Mini Dragon (10%), Scorpion (10%), Shadow Panther (10%), Silver Wolf
(15%), Weagle (10%)

Solid Point
A very tough and durable blade. So tough, in fact, that it's close to impossible to work on.
Locations: Arch Demon (20%), Demon (20%), Death Stalker (10%), Orc Archer (15%), Scorpion (10%)

Teardrop
A drop of monster tears. You have to beat it out of the monsters on occasion.
Locations: Cone (10%), Dark Slime (18%), Duck (10%), Elefun (10%), Fluffy (10%), Mamoo (10%), Slime
(18%), Tortas (15%), Unico (10%), Wooly (10%)

Thick Stick

Locations: Faust (10%), High Orc (15%), Little Emperor (10%), Little Wizard (10%), Minotaur (10%),
Minotaur King (10%), Necro (10%)

Thin Stick
A handy stick. You can use it for staffs or fishing rods.
Locations: Treasure Chests, Crates; Ghost (10%), Little Mage (10%), Orc Archer (10%), Orc Hunter (?%)

Toxin
A very dangerous poison. Be careful when handling it.
Locations: Dark Slime (10%), Death Stalker (10%), Hornet (20%), Hornet Queen (20%), Scorpion (10%),
Slime (10%)

Turtle Shell
A very heavy turtle shell. Put it on your back, hide inside, or put it on some one and ride them.
Locations: Tortas (10%)

Warrior Medal
Round stone with a fierce face engraved on it. Line up 48 of them and they start dancing.
Locations: Gigantes (10%), Goblin (10%), Hammer Troll (10%), High Orc (15%), Minotaur (10%),
Minotaur King (10%)

Water Crystal
A crystal with condensed water magic. It's always wet. Dripping wet.
Locations: Rocks in Dungeons, Crates, Treasure Chests; Dark Slime (1%), Glace (5%), Sealy (5%), Sky Fish
(5%), Slime (1%), Tortas (5%)

Wet Scale
Wet scale. It's really slimy to the touch.
Locations: Micro Dragon (10%), Mini Dragon (10%), Sealy (15%), Sky Fish (15%)

Wind Crystal
A crystal with condensed wind magic. If you do drop and break it, you might cause a tornado.
Locations: Rocks in Dungeons, Crates, Treasure Chests; Blackbird (5%), Dark Slime (1%), Little Wizard
(5%), Slime (1%), Soul (5%), Weagle (5%)

Comprehensive Bestiary Guide

The following is a Guide to all Monsters in Rune Factory Frontier. It gives the Location of the Monster and the
Work, if any, that it will perform for you, its Level, HP and other stats as well as the War Trophies that you can obtain
from it.

ANT
Locations: Whale Island on Cave Surface, Green Ruins at B1F, Lava Ruins at B1F
Work or Ranch Product: Will harvest Crops from your Field
War Trophies: Will drop Insect Jaw and Insect Hide (both 20%)
Description: A restless fellow that can never seem to keep its mouth shut. It has a peculiar mark on its body.

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ARCH DEMON
Locations: Snow Ruins at B6F
Work or Ranch Product: None
War Trophies: Will drop Solid Point (20%), Hard Horn (10%), Demon Blood (10%)
Description: Evil. His power is incomparable to that of demons.

AUTUMN
Locations: Snow Ruins B1F
Work or Ranch Product: Will provide Seeds
War Trophies: Root (20%), Magic Powder (20%)
Description: A self-conscious plant that blooms in Autumn. Although it is strong, it often is reluctant to fight.

BEETLE
Locations: Whale Island at Tail Tree
Work or Ranch Product: Will clear Rocks from your Field
War Trophies: Hard Horn (20%), Insect Jaw (10%), Insect Hide (10%)
Description: A mid-sized monster with a large horn that symbolizes its power.

BIG MUCK
Locations: Green Ruins at B2F
Work or Ranch Product: Will provide Gems and Grasses
War Trophies: Mushroom (20%), Root (10%), Magic Powder (10%)
Description: A huge mushroom. When it gets surprised it expels spores, causing us to be surprised, too.

BLACKBIRD
Locations: Whale Island at the Floating Chamber
Work or Ranch Product: Will clear Lumber from your Field
War Trophies: Bird Feather (25%), Sharp Talon (10%), Wind Crystal (5%)
Description: With large wings and feet, it swoops down from the sky and snatches its prey in a flash.

BLOOD PANTHER
Locations: Whale Island at Tower of Plenty, Snow Ruins at B4F
Work or Ranch Product: Will harvest Crops from your Field
War Trophies: Magic Talon (10%) Quality Fur (10%), Sharp Fang (10%), Sharp Talon (10%)
Description: A bloodthirsty monster that sucks the blood out of its prey. Uses its fangs for its kills.

BUFFALOO
Locations: Lava Ruins at B4F
Work or Ranch Product: Will act as a Transport Monster
War Trophies: Monster Hide (25%), Hard Horn (15%)
Description: Quick to anger but is nice enough to let friends ride on its back.

BUFFAMOO
Locations: Whale Island at Whale's Fin; Green Ruins at B3F
Work or Ranch Product: Will provide Milk
War Trophies: Monster Hide (25%), Hard Horn (15%)
Description: A softhearted beast. Drink its milk everyday to get big and strong!
BUFFAZOO
Locations: Whale Island at the Floating Chamber; Snow Ruins at B4F
Work or Ranch Product: Will provide Milk
War Trophies: Quality Fur (25%), Hard Horn (15%)
Description: Always angry, and thus always dangerous. Befriend it, if you dare.

CHITTER
Location: Green Ruins at B1F
Work or Ranch Product: Will harvest Wild Plants from your Field
War Trophies: Sharp Fang (15%), Monster Hide (15%), Sharp Talon (10%)
Description: A cute petite monster. Just looking at it makes you feel warm and fuzzy inside.

CLUCKY
Locations: Green Ruins at B3F
Work or Ranch Product: Will provide an Egg
War Trophies: Sharp Talon (20%), Bird Feather (20%)
Description: Lays nutritious eggs. It may look sad when you take its eggs, but don't worry.

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CONE
Locations: Whale Island at Tower of Glory Garden
Work or Ranch Product: None
War Trophies: Quality Fur (10%), Teardrop (10%), Bird Feather (10%), Hard Horn (10%)
Description: A powerful and brave legendary monster. Its horn is said to be unbreakable.

DAEMON
Locations: Snow Ruins at B2F and B3F
Work or Ranch Product: None
War Trophies: Solid Point (20%), Demon Blood (10%), Hard Horn (10%)
Description: Mischievous. He would look good with a pair of Brand Name Glasses.

DARK SLIME
Locations: Lava Ruins B5F
Work or Ranch Product: Will clear Rocks from your Field
War Trophies: Teardrop (18%), Toxin (10%), Scrap Iron (6%), White Grass (1%), Black Grass (1%), any
Elemental Crystal (1%)
Description: A monster with a black lustre. Its gelatin-based body is used for propulsion.

DEATH STALKER
Locations: Snow Ruins B1F and B2F
Work or Ranch Product: Will cut Grass for Fodder on your Field
War Trophies: Fair Hide (10%), Magic Talon (10%), Solid Point (10%), Toxin (10%)
Description: An assassin that never loses its prey. Quickly corners its enemy and finishes them with its venom.

DUCK
Locations: Lava Ruins B2F
Work or Ranch Product: Will provide an Egg
War Trophies: Bird Feather (20%), Sharp Talon (10%), Teardrop (10%)
Description: A round, egg-like bird. It is usually quiet most of the time.

ELEFUN
Locations: Lava Ruins at B1F
Work or Ranch Product: Will water Crops on your Field and will act as a Transport Monster
War Trophies: Monster Hide (15%), Teardrop (10%), Sharp Fang (10%)
Description: Has large ears and a long snout. It moves around lethargically, but it can actually run really fast.

FAIRY
Locations: Whale Island at the Tail Tree and at the Drain
Work or Ranch Product: Will harvest Wild Plants from your Field
War Trophies: Magic Powder (15%), Cheap Cloth (15%), Fairy Dust (10%)
Description: A beloved fairy. She has lots of fans and it is getting to her head.
FAUST
Locations: Whale Island at Tower of Birth and at Floating Chamber
Work or Ranch Product: Will cut Grass for Fodder on your Field
War Trophies: Cheap Cloth (10%), Quality Cloth (10%), Glittering Edge (10%), Thick Stick (10%)
Description: Its job is to plant fear into people. Only those who perform are promoted to this status.

FLUFFY
Locations: Lava Ruins B4F
Work or Ranch Product: Will provide Wool
War Trophies: Monster Hide (20%), Teardrop (10%), Hard Horn (10%)
Description: A little hot-headed, it is a cousin of the Wooly, and its snuggliness is the same.

FURPY
Locations: Lava Ruins at B2F
Work or Ranch Product: Will harvest Wild Plants from your Field
War Trophies: Sharp Fang (15%), Monster Hide (15%), Sharp Talon (10%)
Description: A cute petite monsters. It knows that it's cute and does not hide it.

GHOST
Locations: Lava Ruins at B1F
Work or Ranch Product: Will cut Grass for Fodder on your Field

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War Trophies: Cheap Cloth (10%), Quality Cloth (10%), Knife Piece (10%), Thin Stick (10%)
Description: A fluffy monster that can float. It is very meek, but people always fear it.

GIGANTES
Locations: Whale Island at Tower of Life and Tower of Life Garden
Work or Ranch Product: Will clear Rocks from your Field
War Trophies: Bird Feather (10%), Hard Horn (10%), Quality Cloth (10%), Warrior Medal (10%)
Description: As powerful as he is large, he never cowers in fear and fights face to face.

GLACE
Locations: Snow Ruins B1F and B2F
Work or Ranch Product: Will water Crops on your Field
War Trophies: Magic Powder (30%), Magic Crystal (5%), Water Crystal (5%)
Description: Its body is so cold, it chills the air around. Apparently dislikes warmth.

GOBBLE BOX
Locations: Whale Island at Floating Chamber and Tower of Plenty
Work or Ranch Product: Will provide Ores and Gems
War Trophies: Sharp Fang (45%), Amethyst (10%), Aquamarine (10%), Emerald (10%), Ruby (10%),
Sapphire (10%), Diamond (5%)
Description: A very dangerous treasure chest. It loves seeing the face of disappointment.

GOBLIN
Locations: Whale Island at Cave Surface
Work or Ranch Product: Will harvest Crops from your Field
War Trophies: Cheap Cloth (15%), Knife Piece (15%), Warrior Medal (10%)
Description:

HAMMER TROLL
Locations: Lava Ruins B3F and B4F
Work or Ranch Product: Will clear Rocks from your Field
War Trophies: Bird Feather (10%), Hard Horn (10%), Quality Cloth (10%), Warrior Medal (10%)
Description: This tough guy can break rocks with his bare hands! A very hard worker.

HARDES
Locations: Whale Island at Tower of Glory and Tower of Rebirth Garden
Work or Ranch Product: Will harvest Wild Plants from your Field
War Trophies: Cheap Cloth (15%), Magic Powder (15%), Fairy Dust (10%)
Description: The overbearing Hardes. Orcs that fall in love with her get sucked dry as her slaves.
HERACLES
Locations: Whale Island at Tower of Plenty Garden
Work or Ranch Product: Will clear Rocks from your Field
War Trophies: Hard Horn (20%), Insect Hide (10%), Insect Jaw (10%), Fair Hide (5%)
Description: A mature monster since young. It fights by flipping its opponents with its powerful horn.

HIGH ORC
Locations: Whale Island at Tower of Rebirth
Work or Ranch Product: Will harvest Crops from your Field
War Trophies: Thick Stick (15%), Warrior Medal (15%), Cheap Cloth (10%)
Description: These guys are often seen in dungeons walking around as if they rule the world.

HOBGOBLIN
Locations: Whale Island at Flank
Work or Ranch Product: Will harvest Crops from your Field
War Trophies: Cheap Cloth (15%), Knife Piece (15%), Warrior Medal (10%)
Description: The older of the Goblin Bros. He is a nice older brother who always looks after his sibling.

HORNET
Locations: Green Ruins at B3F
Work or Ranch Product: Will provide Honey
War Trophies: Toxin (20%), Insect Hide (10%), Insect Jaw (10%)
Description: Worker hornet that works devotedly for its queen. Never runs out of stingers.

HORNET QUEEN

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Locations: Snow Ruins at B1F
Work or Ranch Product: Will provide Honey
War Trophies: Toxin (20%), Fair Hide (10%), Insect Jaw (10%)
Description: The queen that controls the hornets. Its bright yellow warns of her danger.

HUNTER WOLF
Locations: Whale Island at the Tower of Glory, Snow Ruins at B4F and B5F
Work or Ranch Product: Will act as a Transport Monster
War Trophies: Quality Fur (15%), Sharp Fang (15%), Sharp Talon (10%)
Description: A wolf that hunts in packs. Its know-how and teamwork is indeed something to behold.

IGNIS
Locations: Lava Ruins at B2F and B3F
Work or Ranch Product: Will clear Lumber from your Field
War Trophies: Magic Powder (30%), Fire Crystal (5%), Magic Crystal (5%)
Description: Its body is so hot, it heats up the air around it. Apparently dislikes Glaces.

KILLER ANT
Locations: Lava Ruins at B1F
Work or Ranch Product: Will harvest Crops from your Field
War Trophies: Insect Hide (20%), Insect Jaw (20%)
Description: A destructive monster that uses its strong jaw to tear down anything and everything.

LITTLE EMPEROR
Locations: Whale Island at Tower of Rebirth and Tower of Life Garden; Lava Ruins at B3F
Work or Ranch Product: Will water Crops on your Field
War Trophies: Quality Cloth (15%), Thick Stick (10%), Hard Horn (10%), Earth Crystal (5%)
Description: I am magic. Magic is I. Having learned magic on his own, he is knowledgeable and capable.

LITTLE MAGE
Locations: Whale Island at Tower of Rebirth Garden; Green Ruins B3F
Work or Ranch Product: Will clear Lumber from your Field
War Trophies: Cheap Cloth (15%), Hard Horn (10%), Thin Stick (10%), Fire Crystal (5%)
Description: Diligently practices magic. His dream is to one day wield magic that can change the world.

LITTLE WIZARD
Locations: Whale Island at Tower of Rebirth and Tower of Life Garden; Snow Ruins at B5F
Work or Ranch Product: Will water Crops on your Field
War Trophies: Quality Cloth (15%), Hard Horn (10%), Thick Stick (10%), Wind Crystal (5%)
Description: Friends with Little Mage.

MAMOO
Locations: Snow Ruins at B2F and B3F
Work or Ranch Product: Will water Crops on your Field
War Trophies: Sharp Fang (15%), Quality Fur (15%), Teardrop (10%)
Description: A rare monster with large ears, long snout and strange color. Perhaps it is a mutant?

MANTICT
Locations: Whale Island at Tail Tree
Work or Ranch Product: Will cut Grass for Fodder on your Field
War Trophies: Insect Hide (15%), Insect Jaw (15%) Glittering Edge (10%)
Description: Short-tempered and aggressive, everything around it is usually destroyed by the time it is tired.

MICRO DRAGON
Locations: Snow Ruins at B6F
Work or Ranch Product: Will provide Ores and Gems
War Trophies: Sharp Fang (20%), Magic Talon (10%), Sharp Talon (10%), Monster Hide (10%), Wet Scale
(10%)
Description: Such great power from a small body. A monstrous strength wells from deep within.

MINI DRAGON
Locations: Whale Island at Tower of Glory; Snow Ruins at B4F and B6F
Work or Ranch Product: Will provide Ores and Gems

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War Trophies: Sharp Fang (20%), Magic Talon (10%), Sharp Talon (10%), Monster Hide (10%), Wet Scale
(10%)
Description: I am a Dragon! I am the mightiest! This little dragon has a pride big enough to swallow mts.

MINI GOLEM
Locations: Whale Island at Flank, Lava Ruins at B2F and B3F
Work or Ranch Product: Will clear Rocks from your Field
War Trophies: Scrap Iron (15%), Iron (15%), Copper (15%), Silver (10%), Earth Crystal (5%)
Description: No one knows how it moves. Some researcher just decided it must be magic.

MINOTAUR
Location: Lava Ruins at B4F and B5F
Work or Ranch Product: Will clear Lumber from your Field
War Trophies: Glittering Edge (10%), Thick Stick (10%), Hard Horn (10%), Warrior Medal (10%)
Description: Tight pants and a giant axe. The minotaur is strong and never skips his training.

MINOTAUR KING
Locations: Whale Island at Floating Chamber and Tower of Life Garden; Snow Ruins at B3F, B4F and B5F
Work or Ranch Product: Will clear Lumber from your Field
War Trophies: Glittering Edge (10%), Thick Stick (10%), Hard Horn (10%), Warrior Medal (10%)
Description: The deep blue signifies royalty. He looks so scary that many find him unapproachable.

MONSTER BOX
Locations: Lava Ruins at B1F, B4F and B5F
Work or Ranch Product: Will provide Ore and Gems
War Trophies: Sharp Fang (67%), Amethyst (6%), Aquamarine (6%), Diamond (6%), Emerald (6%), Ruby
(6%), Sapphire (6%)
Description: A monster in a box. Guess what's inside? I wish I had never opened it!

NECRO
Locations: Whale Island at Tower of Birth
Work or Ranch Product: Will cut Grass for Fodder on your Field
War Trophies: Cheap Cloth (10%), Quality Cloth (10%), Knife Piece (10%), Thick Stick (10%)
Description: Carries weapons and floats in the air. It grins when it sees people, doubling its scare factor.

ORC
Locations: Whale Island on 2nd Floor in Cave Depths
Work or Ranch Product: Will harvest Crops from your Field
War Trophies: Thin Stick (15%), Warrior Medal (15%), Cheap Cloth (10%)
Description: The bottom of the Orc clan. It is so forgetful that it often forgets its weapon.

ORC ARCHER
Locations: Whale Island on 2nd Floor in Cave Depths
Work or Ranch Product: Will harvest Crops from your Field
War Trophies: Glue (15%), Solid Point (15%), Thin Stick (10%)
Description: Quite diligent for an Orc. They love their weapons because they made them themselves.

ORC HUNTER
Locations: Whale Island in Tower of Birth
Work or Ranch Product: Will harvest Crops from your Field
War Trophies: Glue (?%), Solid Point (?%), Thin Stick (?%)
Description: A calm and composed Orc. Always keeps their cool and never loses their target.

PECK
Locations: Snow Ruins at B3F
Work or Ranch Product: Will provide an Egg
War Trophies: Bird Feather (?%), Sharp Talon (?%), Teardrop (?%)
Description: Unlike ducks, these guys do not like people and are mean. However it looks so cute!

SAMURAI
Locations: Whale Island at Tower of Plenty Garden

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Work or Ranch Product: Will cut Grass for Fodder on your Field
War Trophies: Fair Hide (15%), Insect Jaw (15%), Glittering Edge (10%)
Description: Known to carry a sickle that can cut anything, this monster can cut cabbage into small strips.

SCORPION
Locations: Whale Island at Flank, Lava Ruins at B3F
Work or Ranch Product: Will cut Grass for Fodder on your Field
War Trophies: Insect Hide (10%), Sharp Talon (10%), Solid Point (10%), Toxin (10%)
Description: This monster can creep up to you without a sound and inject you with venom like an assassin.

SEALY
Locations: Whale Island at Drain
Work or Ranch Product: Will water Crops on your Field
War Trophies: Wet Scale (15%), Fish Fossil (10%), Sharp Fang (10%), Water Crystal (5%)
Description: A fish from ancient times that swims through the air.

SHADOW PANTHER
Locations: Snow Ruins B1F and B2F
Work or Ranch Product: Will harvest Crops from your Field
War Trophies: Quality Fur (10%), Magic Talon (10%), Sharp Fang (10%), Sharp Talon (10%)
Description: Runs at a lightning fast speed. Having excellent eyesight, it runs in darkness with no problems.

SILVER WOLF
Location: Whale Island at Whale's Fin
Work or Ranch Product: Will act as a Transport Monster
War Trophies: Sharp Fang (15%), Sharp Talon (15%), Monster Hide (10%)
Description: A self-reliant wolf with sharp fangs and claws, who rarely warms up to people.

SKY FISH
Location: Whale Island at Flank
Work or Ranch Product: Will water Crops on your Field
War Trophies: Wet Scale (15%), Fish Fossil (10%), Sharp Fang (10%), Water Crystal (5%)
Description: A strange fish that floats idly towards the sky. It is faster than it looks.

SLIME
Locations: Whale Island at 2nd Floor Cave Depths
Work or Ranch Product: Will clear Rocks from your Field
War Trophies: Teardrop (18%), Toxin (10%), Scrap Iron (6%), White Grass (1%), Black Grass (1%), any
Elemental Crystal (1%)
Description: A slime that's cool and soft to the touch. Its texture changes depending on its mood.

SOUL
Location: Snow Ruins at B5F and B6F
Work or Ranch Product: Will clear Lumber from your Field
War Trophies: Magic Powder (30%), Magic Crystal (5%), Wind Crystal (5%),
Description: A lonely wanderer that comes and goes with the wind, and never stays in the same place for long.

SPRING
Locations: Green Ruins at B1F and B2F
Work or Ranch Product: Will provide Seeds
War Trophies: Magic Powder (20%), Root (20%)
Description: A self-conscious plant that blooms in spring. It's always cheerful & can calm every one around it.

SUMMER
Location: Lava Ruins at B3F and B4F
Work or Ranch Product: Will provide Seeds
War Trophies: Magic Powder (20%), Root (20%)
Description: A self-conscious plant that blooms in summer. It is very hot-headed & matches the lava perfectly!

TORTAS
Location: Whale Island at Drain
Work or Ranch Product: Will water Crops on your Field
War Trophies: Teardrop (15%), Sharp Fang (10%), Turtle Shell (10%), Water Crystal (5%)
Description: As stubborn as its shell is tough. It is his way or the highway.

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TRICKY MUCK
Locations: Whale Island at Tower of Rebirth; Snow Ruins at B6F
Work or Ranch Product: Will provide Gems and Grasses
Mushroom (20%), Root (10%), Magic Powder (10%)
Description: A rare moving mushroom. A cook tried to cook it once but disappeared soon after.

UNICO
Location: Whale Island at Drain, Snow Ruins at B3F
Work or Ranch Product: Will act as a Transport Monster
War Trophies: Bird Feather (10%), Fair Hide (10%), Hard Horn (10%), Teardrop (10%),
Description: A legendary and really rare monster. It looks cute but it actually is really strong.

WEAGLE
Locations: Lava Ruins at B5F
Work or Ranch Product: Will clear Lumber from your Field
War Trophies: Bird Feather (25%), Sharp Talon (10%), Wind Crystal (5%)
Description: A monster that flies freely. Or it used to. Now it flies low because it hates being alone.

WOOLY
Locations: Whale Island at Whale's Fin, Green Ruins at B2F
Work or Ranch Product: Will provide Wool
War Trophies: Monster Hide (20%), Hard Horn (10%), Teardrop (10%)
Description: Famous for its snuggly fur. It's rather hot under there, so trim it every so often.
List of Level 10 War Trophies

When you begin to explore the various dungeons, you will be hard-pressed sometimes to find an item,
irrespective of its Level. As you progress in experience, however, you will look for Level 10 ingredients for all
Weapons and Accessories that you create at the Forge and Crafts Bench. In some cases, such as the Hard Horn, there
are a number of different Monster types who may yield this item at Level 10. In other case, such as Glue, there is only
one Monster type in the form of the Orc Hunter who yields Level 10 Glue. A list of all Level 10 War Trophies and the
Monsters who 'drop' them, therefore, may be extremely useful. Here it is:

Bird Feather, Lv. 10: Blackbird, Cone, Gigantes


Cheap Cloth, Lv. 10: Fairy, Faust, Hardes, High Orc, Necro
Demon Blood, Lv. 10: Arch Demon
Fair Hide, Lv. 10: Heracles, Samurai
Fairy Dust, Lv. 10: Hardes
Fish Fossil, Lv. 10: Sealy
Glittering Edge, Lv. 10: Minotaur King, Samurai
Glue, Lv. 10: Orc Hunter
Hard Horn, Lv. 10: Arch Demon, Buffazoo, Demon, Gigantes, Heracles, Little Wizard, Minotaur King, Samurai,
Unico
Insect Jaw, Lv. 10: Heracles, Samurai
Insect Hide, Lv. 10: Beetle, Heracles, Mantict, Samurai
Knife Piece, Lv. 10: Necro
Magic Powder, Lv. 10: Autumn, Glace, Hardes, Soul, Tricky Muck
Magic Talon, Lv. 10: Mini Dragon
Monster Hide, Lv. 10: Buffaloo, Fluffy, Mini Dragon
Quality Cloth, Lv. 10: Gigantes, Little Emperor, Little Wizard
Quality Fur, Lv. 10: Cone
Root, Lv. 10: Autumn, Tricky Muck
Scrap Iron, Lv. 10: Mini Golem
Sharp Fang, Lv. 10: Blood Panther, Hunter Wolf, Mini Dragon,
Sharp Talon, Lv. 10: Blackbird, Blood Panther, Mini Dragon, Peck, Shadow Panther
Solid Point, Lv. 10: Arch Demon
Teardrop, Lv. 10: Cone
Thick Stick, Lv. 10: High Orc, Little Emperor, Little Wizard, Minotaur King
Thin Stick, Lv. 10: Orc Hunter
Toxin, Lv. 10: Death Stalker, Hornet Queen
Turtle Shell, Lv. 10: Tortas
Warrior Medal, Lv. 10: Gigantes, High Orc, Minotaur King
Wet Scale, Lv. 10: Mini Dragon

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